Elder Scrolls - Betrayal of the Second Era - Full Solo Campaign playthrough - Part 2
Transcript
Right, we are back with part two of the Elder Scrolls playthrough. If you haven't seen part one, we're just going to continue playing exactly where we left off. I've been downstairs. I've eaten a corn chicken tikka masala. I've made myself a cup of tea in my new gaming rules gridcon mug and we are almost ready to go. So, couple of things to clarify. I asked at the end of the previous session whether because there is a dungeon listed in the back of the book for the city of ash. Does that mean that when I went to the city of ash, I should have done the dungeon? The answer to that is no. You only do the dungeon if you're specifically told to do so. Uh, the other thing is I did get a reminder that I do have the 2XP that I got at the end of the previous session putting us on 17. I haven't spent that yet, so I can actually spend that between sessions. Other than that, um, I'm a little rusty on what happens between sessions. I think everything resets. I think I get all of my dice back. I think my over fatigue goes. I think effectively you you put the game away and then you get it out the next time you play. So, I think and I'm going to do it now, but I will just check that the chat confirms everything resets and you go again um for for another game.
We were on a quest for the outer watch, but we have decided after session one, we are going to switch guilds to the fighter guild. We're not able to do that through choice. We were only able to do that because the particular quest gave us that as an option. So, we are now staying in Veilenwood and we are going to be working for the Fighter Guild for session two, which means we will be in Veilenwood for the end as well. So, I'm going to be playing this afternoon for probably about three or four hours, depending on how many delves we have. We didn't have any delves in session one, which is why it was it was done relatively quickly, but we'll be available for session two. And then this evening, I will be back. Hopefully, if I manage to stay awake, um I will be back with with session three. Um what else did I forget? I forgot. I forgot to AF at the end of the last session. What's AF? Don't know what a is. I've also got a pencil, which means I can fill in this. So, what did we have? We had uh it was rude because we slapped somebody in the face.
Uh some wood elf guy. And also we had notoriety I think. I think they were the the keywords that we had from last time. Yes, 2 XP from the quest. So yeah, so that put us up from 15 to 17. So yeah, we just haven't spent it yet. Um and I don't know what to spend it on. I don't know whether to get a level three bow dice. It's a bit exciting, isn't it? We've got Vine Dusk Training. Start of your turn, exhaust this die to recover up to two bow skill dice. Oh, so you put it in the active and then at the start of your turn, you can exhaust it to recover up to two bow skill dice or three if they're snipe. Okay. Or we could take rapid fire.
Two damage to your target for each snipe die in your cooldown track prior to this engage. or two damage to your target for each snipe die in your cooldown track prior to disengage and then recover those dice or arrow barrage. Two damage to your target and then choose to either roll arrow barrage again or exhaust it. Okay, but if you roll that, you are dealt two true damage. I don't like that. I don't like that idea. So, we could go for a level three die. We've not used this light armor at all. That was probably a bad move. But I thought I'd do something clever. Um, or we could go for level two acrobatics, but I think I'm happy with that. I think we might just stick down down the bow route.
Yeah. So, two XP. We'll spend it and we will buy uh Yeah, we're going to buy Vine Dusk Training. It's a little bit boring because I I have played this one before and I really want to start exploring other options within this game. As I said um at the start, I think next time I play, I'm going to go down the the sort of heavy armor melee character route and and and see what happens. Uh barrage is only damage on a one. Yeah, I know. But knowing me, I'll roll the one. So, if you missed this morning, we've just got a few things to say before we start. First of all, this [clears throat] video is not sponsored.
Ship Theory Games are one of my favorite clients. I do some work for them, and they are very kind in that they send me their games to cover on the channel, and I have done some sponsored videos for them in the past. This video is not sponsored. I'm playing Elder Scrolls all day today, so I've basically taken today off work, playing this all day. None of it sponsored, and all of the advertising revenue goes to charity. And I'm only able to do that thanks to the amazing support of my Patreon campaign. So, a big thank you to all of my Patreon supporters. And if you want to support me directly, you can do so at patreon.com/gaming rules. In fact, that's what I'm doing this week. It's not just today that I've taken off work. It's the whole week. And they are my plans for the week. We are on day three of how many days? Six. Day three of six. Wow. Um, so yeah, we've got Fighting Fantasy tomorrow. Friday we're playing Underwater Cities and Anacrony. Saturday we're going to be doing Voidfall and then we're going to be doing Talisman Nemesis in the evening. And these most of these were voted on by my patron supporters. These are the games that they wanted to see being played. To be honest, this is a game I really wanted to play as well. So, it's been too long since I've played this game. And if you want to know my honest thoughts on this game, this is definitely one of my favorite games of this year and is probably in my top five, if not top three games of all time. It is phenomenal phenomenal and uh yeah it's just it's just amazing and I and I absolutely love it. I think they've done a fantastic job with it and cheap theory games are great at providing ongoing support for their games in terms of you
know rules queries very very active Discord server which is really really good community. So yeah, very very good quality games. Expensive, but you get what you pay for, right? Um, I can reroll barrage infinitely and your light armor gives you a rroll to avoid it. Oh, okay. Yeah. So that light armor that I've learned and never use. Yeah, maybe next time. Maybe next time. Right. So hello, you okay? Yes, Vickiy's back, right? Um there. Let's Let's jump in. Right. Fighter Guild session two. Hunted. I think this is what we're doing.
Um an emissary from the Barkbite clan of wood orcs has made her way to Arenthia, seeking to contact uh seeking to contract with the Fighter Guild. According to her, the Barkbite leader, Chief Dushkull, has learned of a plot that would keep the orcs from worshiping their god, the Drich Prince Morlock. Her clan has been working on its own to keep such a plan from coming to fruition, but its members now believe that the people responsible for this scheme have contracted with Dark Brotherhood to murder Dushkull. For now, Dushkull has journeyed to the Red Fur Trading Post to seek supplies for his temporary exile. He is waiting for you there. If the guild takes on his contract, you'll need to respond before the Brotherhood can make its move. So, we start in Arenthia, which is all the way up there. We need to place a token in Haven.
Okay, let's have a look. Where is it? Probably far away. Yep, far away. This is the Dark Brotherhood assassin. Set aside quest unit Chief Duskll. the huskll. Don't know why we set it aside, but we're going to need it later basically, I guess. Right. Where is he? Chief Dushkull. There you go. Right. Next quest objective. We need to travel to Red Fur Trading Post. And I'm going to mark it with this so I don't lose track of it.
there. Travel to Red Fur Trading Post and successfully complete a peaceful encounter, which it recommends doing by day three because there'll be other stuff happening later. If you arrive before the Dark Brotherhood assassin does, each adventurer draws one item in addition to the reward gained from the peaceful encounter. Okay, ongoing step effects. So during the activate province effect step, the Dark Brotherhood assassin moves a number of hex's according to the drawn overland icon as outlined below. Two hex's for that one, one hex for that one, and if it's this one, it doesn't move. Two hex's, one hex's, no movement. And if there's no icon, no movement. And each adventure gains one light fatigue.
Right. The Dark Brotherhood's assassin destination is red for a trading post and it always takes the shortest path to get there. If there are multiple paths that are equidistant, you choose. The Dark Brotherhood assassin and the party token may occupy the same hex. If the Dark Brotherhood assassin arrives at the Red Fur Trading Post before the party does, place a HP chip next to the map. Okay. Well, I'm pretty sure we're going to get there before it because we've got super movement because we're a ranger. Okay. Right, I'm just going to have a little bit of a tidy up because we made a bit of a mess earlier on. But yeah, although tidied, right, has the table camera joged down a bit. Uh, nope. No, don't think don't think anything's moved.
Uh, top of picture is cut up. No, no, no, nothing's moved. I literally went downstairs eight and came back. So, it's pages scrolled. Yeah, I was going to say nothing's changed. Right now, we do have loads and loads of items and I got I got so many items. I'm still looking for a bow. Um cuz most of these items are actually not very useful. The one that I got to start with was great. The silver cirler has been fantastic. Spent anacity to change a dice to anything I want. The the Breton jack, I guess, if I get attacked, I recover a skill dice. uh uh recover a combat skill dice. The Scamp crusher and the iron greats sword are useful if I go into melee, which I don't generally do, but I might I might have that available so that if I need to as a desperate measure, that can go in the backpack.
The spectral chicken, when you would gain a fear status die, you may add a hit point chip to this. Oh, it's a pet, isn't it? To apply the dice the dye to a unit in sight instead. Once there are three on it, discard it. Okay, so I can have that with me. Um, Lewins Gamberson quilt. This is three tenacity to basically heal heal the chicken. It's good. The weapon sling. When you discard a weapon as a result of an overtax effect, discard this item instead. Okay. and the as an action on your turn, you may remove a status die applied to an adjacent unit and gain the same status die yourself. Yeah, I'm just going to be cycling these things around until I actually find something that that I want.
Going to tidy this up a bit and move that over there. Here we come. Okay. Right. Is there anything I've forgotten before we start? I need to build the encounter decks again because it it is effectively a new session. So, we're going to take the the general ones and the veiling wood ones.
Okay. So, four out of 10 of these. Uh yes, it it it is definitely a top game of 2025 and I haven't played it in nine months. And you might be thinking, how can it be one of my favorite games if I don't get if I haven't played it in nine months? That's that's how it is. If if you if you look at my channel and you look at all of the games that I've played over the last nine months and you think, gosh, I don't have time to play all of those. Yeah. Um there are just too many games. And um yeah, I I'm not happy about it. I I wish I would have played this one more, but it isn't because I don't like it. Uh, and to be honest, I did play this game quite a bit in 2024, but the official release date of this game is a 2025 game. So, yeah, I think I've only played it like once in 2025, but I played it a fair few times in 2024.
But you look at my number one favorite game of all time, and I've played it once in two years. doesn't mean it's not my number one favorite game. It's just it's how it is. And I'm I'm just very happy that um you know, no criticism on any other content creators, but most content creators only ever play new games. Um and thankfully this week, again, if I just look at the picture, there you go. I'm playing Underwater Cities, years old. I'm playing Anacrony years old. I'm playing Camb, which I did yesterday, years old. So, this week I'm playing a mixture of new games and old games, and I'm and I'm happy about that. It's a It's nice to have a balance. Uh, untraining skill dice. Well, you say I'm familiar with it. I may have forgotten.
I may have forgotten. So, I know you can untrain. So, what you're saying is that I could untrain this level one snipe die. slide everything down and that would mean learning the level four die would be cheaper. I think that's right. Yeah, Aridia. I've heard really good things about Aridia. Just not not had a chance to play that myself.
Right, that's those deck done. Um, I'm also supposed to shuffle the items again, but I'm not going to because I want to see new items and there's more chance of me finding a bow. Uh, and you're also supposed to shuffle the personal quests again, but again, I'm not going to because I don't want to see the same ones again. Right, that's done. That's done. That's done. I think we are ready to go. Uh, and yes, sad to say, I can't see me ever playing Too Many Bones again. Too Many Bones, great game, not without its issues. I still don't understand how some of the gearlocks work at all, but this for me, I would never play Too Many Bones over this. I would always choose to play this one.
Um, so yeah, that's that's that's where I stand with it. Right, what we doing? day one and I I assume the day one rules are always the same even in the second session in that you have to start off doing the town. I can't actually remember that. I know you have to do it at the start but there you go. Question for the chat. Do I have to do day one? Yes. If this is the first day of your or the second right got the answer already. Where are we? Arenthia. So Arenthia, a bustling riverport on the edge of Veilenwood and elsewhere, Arthia only recently threw off an occupation by the Colians of Siridil, bringing it back into the fold of the Al A almary dominion. Though named for an ancient wood elf king, the town has such a heavy cadet presence that some wonder if it should be considered part of elsewhere.
Right. So Colovian influence, Imperial adventurers. That's not me. No. May draw two legendary items when taking the town square action. Choosing one to gain and to discard one. Right. So, let's build. Let's build the shop. One, two, three, four, five, and one legendary, which is a a plus seven bow, I think. Is it? No, it's a dog. It's It's the legendary Geral rescue dog. Right. We've got some white run trout, some fishy sticks, some grilled hair, and some thorn hoof powder. Oh, and a quick silver dagger. No bow. Sad. Bad times, right? Um, yeah. Okay, so trainers.
Probably not going to bother with any other trainers now. Okay, so we have two things to do. What's the guild kiosk action? So for the fighter guild, guild hall sparring, spend one saved XP to train any. So yeah. Okay. No, that's not going to help whatsoever. So, we could go to the town square, smuggler's hub, discard one of those to draw one of those. Oh, we can get rid of some of these items to draw legendary items.
I mean, can you do this twice? I know you can do the shop twice, and I know you can train twice. Is the town square something that you can only do once? Let me have a look. Town features. Town square. Each adventurer can visit a town square once during a town encounter. Really should say once on there. So, I think I might do the town square because I've got so many of these items. I don't really want legendary. There's loads of legendary stuff here.
Yeah. So, let's get rid of that. Although, that'll be good when I get a bow. When I get a bow, I'm going to get rid of that. So, I'm going to discard that to draw this. It's a psyic domino pig. All the pets coming out.
Okay, that'll be good for when we do a delve, I think. So, what's the second thing I'm going to do? We could take on a quest because quests are XP. I don't think there's much else I want to do here. So, sure. Take on a quest. There we have province poacher. A local high elf collector approaches you with an under the table proposition asking you to bag some rare local specimens. Place the two enemies specific to this current province on the following the following level on this card. O right. Or Morowind's shadow. A Morag Tong assassin has been roaming the area with an unclear mission and a steadily increasing body count. You've been hired to stop his reign of terror.
If you are currently in Morowind and are not on a Dark Brotherhood quest, you decide it's best not to tangle with a sanctioned assassin, discard this quest and draw a new one. Okay. Vaulting through the sky, a wood elf wizard asks you to test a new spell that she thinks will revolutionize travel across Tamreel. So once per overland phase, an adventurer with at least three trained restoring light or light armor skill dice may flick the party token. Okay. To their desired overland hex. They get one flick and must move the party to where the token lands. Each adventurer then either is dealt three true damage or gains three light fatigue. If the token does not land in a valid hex, all party members are defeated and must immediately move to the end of day phase while the marker goes back to its original hex.
Okay, it's a bit fun. It's a bit silly. I can't do it because I don't have the three things and I don't think I want to bother um spending more in that. I don't think. Although enchant weapon is pretty good. What do we do? I don't like the flicky one. No, not into dexterity game. So, place the two enemies specific to the current province on the following level. Oh, in other words, the ones from the bag. Okay. Right. And in a oneplayer game, it's the level one. Ah, so there is only two. So, I need the two veil wood ones, which was like the mud crab and something else.
No, it wasn't the mud crab. The hoore. That was it. The hvore and the Where is it?
No, no, no. There the wood orc bandit. Right. So, two enemies specific to this current province on the following of the following level on this card. At the start of each nonquest clash, add one of these enemies to the EP and deploy it last. If it is currently session two, these enemies deploy with additional hit points equal to the number of players plus two number of plays times two. After one of these enemies is defeated, it's returned to its enemy bag instead of the defeated enemy stack. If it's undefeated at the end of the battle, place it back on this card. And once both enemies on this card have been defeated, complete this quest.
Okay, so basically, I need to go and kill these two, but they've got two extra health, so I might put the health on them. So, one of them's got eight and this one's got six.
Right. So, the start of each nonquest clash. Okay, that's it. That's my two town actions done. So, didn't want anything from the shop.
If somebody's taken all of my bows out, I did shuffle them at the start, didn't I? Yeah, did shuffle them. Right. So, day two. Where was the button? Was it that one? Yeah, it was that one. Okay. So, we need to get here. And thankfully, because we are a ranger, we can move four. We can move four each day. And I can use light fatigue to move more. I think let's go for a conflict to start with. So, ah, maybe not. Maybe we do an unstable encounter. One, two, three, four.
Yeah, there's no actual Well, apart from that one. Yeah, we'll do that. I'll go I'll go for we'll have an unstable one because if we are successful Oh, no. Even if you're not successful, I think you get two tenacity after this. Right, day two. What have we got? It's conflict, which is what we wanted. So, oh, I was supposed to do a thing at the end of day one, wasn't I? Uh oh, that and that. Oh, and if it had two symbols. Yeah, hang on. Got to keep looking. It's a shame these didn't come on reference cards. I know I keep saying it, but having to keep flipping back through here to find this.
So, it moves the number of steps according to the drawn overland icon. So, if it draws both icons, does that mean it does both? If it does, it's got there very quick. So, rules check. If a card has two icons, do you resolve both of the things? If so, it's it's moved very very quick and we're a bit in trouble, but we can get there. We can do it. Yeah. Wow. Okay. So yes, so that was day one. Day two, we rolled unstable. We're getting a conflict. An enemy in need. The tranquility of the forest is suddenly broken when a group of briggins bursts onto the scene and advances in your direction. Upon closer inspection, you see these combatants are members of the houndsmen, a local cult of herine, the drich prince of the hunt.
The houndsmen have been making plenty of trouble in Veilenwood in recent months. But there is one fighter who looks out of place. A young wood elf male. You think you may have seen him before who appears to be under some kind of thrral. If you best him in combat, maybe you can free him and gain yourself some positive word of mouth. Wonder if it's that guy that we slap around the face. So, we have to choose the red option because it's unstable. It's going to be worth 2 XP. Hopefully, somebody sees your good deed. So, we need to add quest unit Arvan to the EP and deploy him first. Did see him.
Where is he? No, he's not here. He's not on the other side of that, is he? Ah, that's interesting. He's on the other side of that one. So, I guess we're using that one, right? So, add him to the enemy pool and deploy him first. Okay. So, he's going to deploy. He's got three health. He's going to go on number one. Right. So, our enemy pool is 17. So, what's that? That's a 10.
Oh, earlier on when I did Yeah, earlier on when I did 15, I did three fives. That was completely wrong. Apologies to anybody from the chat who told me I was getting it wrong. Um, but yeah, it's it's not three fives. It would be a 10, a five, and two ones. Oops, I did that wrong earlier. So, this is 17. So, it's a 10, a five, and two ones. So, the 10, the five, and two ones. Okay. So, the 10 is the card pfist. We've seen him before. Six, right? And this is going here.
next to that. Right. Then we have two fives. So the wood elf marauder it's going on here. And then the wisp mother
it's going here. followed by the orc bandit which is going here. And these tiles that we took off, we need these again. Let me know how these work this time.
Okay. Right. When a cash is unlocked, you may choose to discard the gained item to reduce an influence track by up to two. Okay, that's good. So, our battle objective is to conquer. Now, is this a nonquest clash? It is. At the start of each nonquest clash, add one of these enemies to the enemy pool and deploy it last. I think I might be in trouble. I don't have my friend with me and she was awesome.
Oh dear. Oh dear. Dear dear. Right. [clears throat] So, uh, which of these do we want? I'm going to take the orc bandit. So, where's this going? Six. How am I going to deal with all of these? That's a lot of stuff, isn't it?
Yeah, that's a lot of things. So, I can discard the side quest. Yeah, if I don't want to deal with the modifiers. Well, we'll go for it. Worst things happen at se. So, where am I going to go? Well, I've only got six health. One, two, three, four. I got no armor. Yeah, we want to be as far away as possible.
So, okay. So, he's there. He's got true strike. Oh, he's also got Vindictive. This unit increases its combat stat by the number of opposing adventurers. Okay, so his combat stat is actually an extra one. We have aggressive. After rolling enemy combat dice, this unit rolles all misses once before dealing damage to its target. Intimidate, we know. Ethereal. When it's dealt damage by an adventurer that's not in magic, it prevents one damage. Number of players damage dodge. We know dodge and vine snare.
After this unit's engage, its target must drain one available combat skill dice. This is awful. It's going to be a short session, too. Yeah. Okay. Right. Yes. Uh it's it seems really really hard compared to anything that I came across in the first one, but we are on round one. And we're going to give it a go. But I don't think I want to move. I think I need to stay as far away as possible.
I say far away as possible. H. So this vine dusk training. Oh, I need to roll it and then put it there. Okay. Okay. I mean, nothing's going to hit me in round one because I can stop that hitting me. So, okay. Let's stay where I am and let's roll. One, two, three, four. Let's roll these four. And I've got the guild assist. Yeah, if if I'm if I lose, I call the guild. And you can get a guild assist once per campaign. I was going to save that for the delves, assuming that we have a del.
Okay. Right. Off we go. The spectral chicken is going to be helpful against the intimidate. four dice on this wall. Okay, so
it's got six health. That's a shame. It's a shame. So that's a level three dice. So I can't change that. So that's just one tenacity. And that's four damage through the armor. Oh, now dodge. How does that work? When this unit is engaged by an opposing unit, prevent damage dealt to this unit equal to the number of rolled skill dice that didn't deal damage. Okay, so it prevents one of them because that's a rolled skill dice that didn't deal damage. Okay. So, instead of dealing four, I deal three. It's not a good start.
Oh, tenacity should have reset to zero, should it? Oh, I thought tenacity stayed. All right. Okay. That is a shame. Right. But anyway, I rolled a tenacity. I'm going to have that first. Yeah, I've got one. Oh, but that means I can't
I can't stop it hitting me. That was my whole plan. Oh well. So, I could engage again. And the reason for engaging again is so that I could use my light armor skill,
which is just going to help me move. So that that's not going to help me at all. Um, I could engage again in order to believe I can still use range and I can roll these two, but that's probably that's not going to kill it unless I roll two sixes. I could put them in defense because that's going to I don't know whether it's worth it. I don't think it is worth it. Um, I don't think it's worth me taking a fatigue.
So, I could I could absolutely abuse this power of the red guard and I could do three additional engages right now to gain three fatigue and then remove the three fatigue. to heal and if the total hit points recovered exceed your health stat, gain it as both hit points. So, I could do that. I could boost my hit points. I don't think I want to at this stage, but I I think I can do that.
I just don't know whether I want to do another one to switch and go into defensive mode. I'd have to change to that form to do that, but it's probably not worth it. No, it's not worth it. I I think that's it. That's that's all I'm going to do. So, the quest units move first. He moves two and he's got a range of three. So, he he moves towards me. Then we've got the 10 which moves towards me. Then we have the five. So this five moves two towards me. This five can't move because it can't get closer to me and it's out of range. And then the ones, this moves two and this moves two and hits me for one dice.
One damage. Okay, round two. Tell you what, I'll move it there instead because that gives me the option of now going to here. So, recovery. I'll have those three dice back.
Is it acid splash time? Might be. Yeah. I'm going to move to here and we're going to engage. So that's doing three dice.
I need to roll one extra tenacity. If I roll one extra tenacity, I can keep that from moving two and it won't be able to hit me. But I need to roll the tenacity. Um, there is two on that dice and there is two on that one. So,
yeah. Okay, we're going to roll these four and we are going to go for this one. It's got dodge. It's got one defense.
Okay, not much I can do again of tenacity. That is the vine dusk training. So that goes into my active area and then I deal two damage with a bit of pierce. No, the damage is reduced because of dodge. I hate dodged. Prevent damage equal to the number of rolled skill dice that do not deal damage. I rolled two skill dice that did not deal damage. So, it doesn't take any damage. Oh, that hurts.
But I got the tenacity. Oh, what a difference a few hours makes. Right. This moving two. One, two. This moves two. Oh, is that in range? No. One, two. Uh, this moves two. And this I'm going to spend two tenacity to trap it. So, it only moves one. Uh, and then that moves to there. And that moves to there. Okay. I think that could have hit me. Yeah. One, two, three, four. Yeah, that could have hit me. Three dice. Ouch.
I'm in big trouble. It's four damage. I've got one health left. Oh yeah, I mean I'm I'm playing this right. It just seems like 10 times more difficult than it was earlier on today. Unless I've badly built my character. I'm on 17 XP. I mean, we did have that and we did have that. So, yeah, there's two things extra on there. [clears throat]
Yeah, I think we're doing it right. Oh, I'm being engaged. Ah, I can recover that. Thank you. Not sure that's going to help me. So every time I'm engaged, I can recover one combat skill die. So it makes it makes me more inclined to use those rather than the other ones.
In fact, I think I've done this wrong. I think that now moves. Where did that start? Yeah, that started here. Where did that start?
Yeah, I think I might have done this wrong. Uh, the name of the combat card is Anne Enemy in Need. I just need to watch the video back a little bit because I need to look at where that unit was because I know I stopped it moving two.
Oh, so it started here. It moved to here and then I stopped it moving so it didn't hit me. Okay, I think we're good. I think I think we are good. That goes there. But this is hitting me. And it's one dice. And if this does one damage, I'm dead.
Yeah. I can't help feeling that I've done something wrong just because it's it just got crazy difficult. Yeah. Okay, so options. Oh, you have to change stance to defense. That's what I meant to do. I did mean to do that. Yeah, I'm going to do a slight I'm going to do a slight cheat and rewind because otherwise I'm dead. Um, and I I I was considering doing that in round one and decided not to. I should have done it in round two. because I knew that that was going to be able to hit me for three dice of damage.
So, let let's let's do that. Let's do do a do a slight undo and after my turn in round two, I would have said I'm going to take a fatigue. I'm going to change stance to defense. And that wasn't there at that point. And then I can roll these two. I think that's right. So I roll those two and that gives me So that can go up there and that's the tenacity which goes in. So I was on three, but I spend two to stop that moving. Right. And then that thing hits me and it dealt four. But actually, I use that.
And then that hits me. So, I've got one hit point left. And we need to be doing the adrenaline rush. So, it hit me and I got that dice back. Right. There you go. Play better, Paul. Play better. So, yeah. I mean, the encounter was already quite difficult with those two extra units, which to be honest, as you said, I didn't have to put them in. Well, I didn't have to put that one in. And that's just made the dodge has made this because my dice do things other than just dealing damage. Dodge is is is really harsh for me. So, start of my turn, I have this. And it says at the start of your turn, you may exhaust this dice to recover up to two bow dice or three if they're snipe dice. So, that's what I do. I exhaust that to recover these two.
Okay. Then I recover my three, which is one, two, three. Still going to die. I'm still absolutely going to die. Um, so then I can move.
I need to kill that wisp mother. Whisper is harsh. Um, so I'll stay where I am and I'm going to target the Whisper Mother with my range four attack. And I'm going to use four dice. One, two, three, four on the W mother, which is ethereal. So, Athereal says, "When this unit is dealt damage by an adventurer that is not in magic battle form, prevent damage equal to the number of players in the game." So, it's got one. It's also got recover. It's going to heal one hit point at the start of each of his turns. Okay, here we go.
It's It's one damage short. Oh, no, it's not. It prevents the damage, doesn't it? Yeah. So, I've dealt three, but one is prevented, so it takes two.
But then we have the acid spray. Yeah, it's not going to help. So, acid spray selecting up to three targetable enemies. Uh, and I'm aiming to put bleed on them. So, that's targetable. That's targetable. And that is also targetable. So, let's roll some dice and see if we manage to get this on. Seven or more. Yes. Seven or more.
Yes. Seven or more. Yes. Okay. Then I'm going to engage a second time. Change. Oh, so that should change that. Change to that. Roll this. Put it up there. Then I'm going to engage again. change into magic form to roll the I mean, do I need to? Oh, because I might roll tenacity.
Yeah, I might roll tenacity. I didn't, but that goes active. So, once per move action, I can reduce that die by one to add two to my movement. And then I'm going to engage again to roll this. So I can be in any form. So I'm just going to roll this. Oh, I could have rolled with the same roll. Oh, yeah. I could have done because I could have rolled two blue and four. Yeah, but I'm I'm doing it again because I want three. There's the tenacity. Okay. And then I'm going to use my once per battle. I'm going to remove three fatigue to heal for three.
Desperate times, right? Overtax that you use the basic and the overt tax abilities. Okay, so if I overt tax it, you get both. I've also got this iron great sword. That could be good. That could kill something. And also the red guard just says three fatigue. So, can the red guard, not that I can cuz I've used it, but can the red guard remove over fatigue as well as just fatigue or is it just fatigue?
Cuz I thought this was called light fatigue, but I might be wrong. Oh, yes, they can. Okay. Right. Well, that's the best I can do. So, let's see how long I can survive for. Quest unit moves two, but can't can't get closer. Uh, this takes a damage and then moves two. Oh, and that is unfortunately now within two. Okay, so it intimidates me, which means I get a fear dice. Except I'm going to use the spectral chicken. So, I don't get a fear dice. Instead, I can apply the die to a unit in sight instead. So, I can put fear on something.
So, I'm going to put fear onto the wisp mother, right? But then it hits me for two dice. Oh, and he's got ritual one. Oh no, he's got ritual one. The end of this unit's turn. All allied units in sight. Yeah. So it hits me for two. I protect myself for one. So I take one. And then at the end of that unit's turn, it heals everything in sight for one. This is just ridiculous.
Okay. Right. That's that. Then we got the fives. We have a five here. It takes a damage and it can't get to me. We have a five here that takes a damage and then doesn't need to move and hits me for three dice. That's four damage. And that's me gone. Well, I tried. I tried. So, let look at let's look at the options when you're defeated because I think that we just end the day and that's it. It's not like campaign over or there's the guild assist. So, let let's just have a look at what my options are because I'm not sure the guild assist is actually going to help me. Well, that's not a very good start to session two, is it?
Defeat 788. When a defeated adventurer is removed from the battle, place their chip on the race sheet. Any dice in the adventurers's active slots are removed and exhausted. Dice in the defeated adventurers cooldown track remain there. Cannot take turns yada yada yada. If your entire party is defeated, the encounter ends after the current round unless the party triggers its guild assist. Treat a full party defeat as a failed encounter and follow the steps below. Place the party token in the closest town to the party's current location on the overland map. Okay. Resolve the reward phase and then resolve the end of days phases adventurous step as normal.
If playing on expert difficulty and the party is defeated, you heal for one even if you don't discard an item. Right? So that's my option. and I just treat it as a failed encounter. I don't get anything for it. It's a waste of a day. And we end up in the nearest town.
Yeah. Or guild assist. Seems a bit early for me to use my guild assist because the next battle's going to be just as bad. That's the problem. This wasn't just unlucky. This was absolutely no way of ever doing this. Um, and I guess that's the advantage with true solo is that any of these quests that just say, "Oh, just add a unit to the board." Well, adding a unit to the board when you're playing with three players is like, "Yeah, whatever." But adding another unit to the board when you're playing solo, you're not going to be able to do it. It's three times as hard. So, I did I did hear that solo was harder than normal.
So, let's have a look at the guild assist should we want to use it. So, once per campaign, party may trigger its guild assist either during a battle at the end of a round or during the end of days. End of day phases adventurers rest step. It can be triggered only in sessions one and two. Each adventurer, including defeated, immediately heals to full. Remove all light fatigue, over fatigue, and status dice. Each adventurer draws a legendary item and a normal item, gaining both following normal restrictions. And then if in a battle, you can reset the counter to whatever round you want.
I I think if we use the guild assist, I think I'm then just going to die again almost straight away. What does the chat think? Yes, Chris. Yeah, I thought I thought solo was a bit harder. Yeah, chalk it up to a loss. That's that's what I'm thinking to do. We we end the day. Um, so we end up in in the closest town. There are two, so I'm going to choose that one.
I hope this doesn't move three again. Otherwise, I am in real trouble. Yeah. So, I think that gets exhausted. Tre is interesting. Okay, so we failed it. We skipped to end of day harsh. Deliver us for defeat again. 6788. It's like I'm playing a different game.
Place the party token in the closest town. Resolve the reward phase. I don't think I got any rewards. Yep. And then resolve the end of day phases adventure step as normal. Yeah, I'm going to take time to recover. So, because I'm playing on adept difficulty, I get one back. But because of my ranger, I get another one back. Okay. Um, but then presumably I'm on Well, I I get one health. Ouch.
Okay. Right. So, that's going in. That's going in. That's going away. And I guess we've failed this quest. Or maybe not. The encounter specifically calls for an enemy on this card. You use the normal. Doesn't count. Uh, if undefeated at the end of the battle, place it back on this card. Oh, just put it in. Which one was it?
It was the Woodork Bandit and it had six health.
Okay. Right. tidy up this big pile of chips, right? Um, so we need to draw a card to see what happens. And it has one icon on it. And again, need to look up. Is it moving one or two? It's moving two. So, it doesn't quite get there. Right. And then day three.
So we move to here just in time. So day three we have arrived at the red far trading post. Successfully complete a peaceful encounter recommended by day three. Okay. Oh, and if you arrive before the Dark Brotherhood assassin does, each player draws one item in addition to the reward gained from the peaceful encounter. Right. For whom the toll cells you've been forewarned about the way ahead the this area is tough to navigate with plenty of venomous animals and difficult terrain. A group of near wells has taken advantage of the situation, constructing a makeshift toll station along the area's most traversible road. You're in no mood to give up your hard-earned coin, so you're left with a couple of options. You could try to slip past the blockade under the cover of darkness. Or you could brave the nasty natural landscape.
So we have two options. One of them, one of which is worth one XP. Brave the wilds. The other one is worth two XP. You managed to sneak through, but the ruffians are hot on your tail. So if we do the second one, each player draws a random enemy starting at level one and moving up. With each enemy drawn, place them on this card. At the start of your next non-quest clash, add these enemies to the enemy pool and deploy them first. So, I get two XP, but I get an additional monster in the next clash. Or Brave the Wild. Each adventurer must roll a status die and place it in the bottom rightmost untrained slot in their attribute rows. When an adventurer would trade a stat or skill into a slot with a status die, they gain two light fatigue and then also gain the status die. Once the last adventurer gains the status die, discard this card. This persistent is not discarded at the end of the session.
Okay. I mean, I've got to choose the first one. Yeah. Okay. I'll choose the first one. It's one XP, so I'm getting more behind the curve. 18 total. Roll the status time. Okay. Bleed. Bad. Place it in the bottom rightmost untrained slot in their attribute rows. Okay. But I get one XP and I get an item because that's the the thing. It's the mighty Chuden Helm. After an enemy engages with you, gain one over fatigue to deal one true damage to that enemy and to all units adjacent to that enemy. Sure, let's have that.
Okay. And that was that quest completed. So that's worth zero. Yeah, that one was worth zero, but we did it. Next B1 Hunted Fighter Guild. Dushkull greets you when you arrive at the trading post and is eager to set out immediately. We commune with the god of curses, he explains as he leads you northward. Many call him Malikath or Maluk or other titles. To him to us he is also Morlock. He is friend to the friendless and the betrayed as we often feel living on land claimed by wood elves and joined to a dominion we never agreed to. He looks ahead reflecting as you continue through the jungle. Morlock told us recently of disturbances in the outer realms. To Morlock, it seems as though the link between our realms and his home, the ash pit, is becoming less steady, less predictable. We began to investigate on our own using the ancient rituals of our people. But these efforts have been sabotaged at every turn. I believe someone is trying to sever these ties on purpose, and a spy that we sent to Haven now tells us that the Dark Brotherhood has a contract for my life.
I don't believe this is a coincidence, so I have left my home to keep the Barkbite clan safe. This explains a lot, but you still don't know where you're going. And you tell him to. And you tell him so. I do not intend to let our connection to our god fade away. He says, "We are headed to Horseshoe Island to obtain an artifact hidden away there among the pirates who call the island home. There are places in Veilenwood where the barrier between our realm and Oblivion is very porous. We can use this artifact, a talisman of amplification, to broadcast Morlock's message to Oblivion's other realms." His mouth forms a g a a grim line. Like us, Morlock is frequently ignored or forgotten. We will not abandon the one who hasn't abandoned us. So our quest is to travel to Horseshoe Island
and initiate the following clash recommended by day eight. When calculating enemy pool, for each hit point chip placed next to the map, temporarily add one to the base difficulty XP value. During this clash quest unit, Chief Dushkll is a companion controlled by the party. Right. And then we're going to read the ongoing step effects. During the activate province effect step, the Dark Brotherhood assassin moves a number of hexes. Oh, right. That's the same. Oh, no. It's slightly different. It's 321 now. The Dark Brotherhood's assassin destination is the party token, and it always takes the shortest path to get there. If there are multiple paths, you choose. Dark Brotherhood Assassin and the party token may share the same hex. Each time it ends its movement in the same hex as the party token, place a HP chip next to the battle map.
Okay, I'm not sure why that's there. I think that should be there. So, we need to go to the island and beat up some pirates to get the thing. But every time this meets us, a token goes next to the map. And that battle is harder based on the number of things next to the map. Okay. Right. So, that was a peaceful encounter and we got the XP. So, we're now on 18. I think that's right. And it's got that icon on which means it's moving one hex. So, it moves to there. And we put a a thing next to the map, right? And end of day happens and I get two dice back.
And then day four already. Well, we need to move away as far away as possible, but we also need XP and we don't really want to do any combat because we're a bit damaged. Oh, I should have got a hit point back as well.
And I need tenacity. So, I'm going to go Well, do I want to spend that XP? No, I don't think I do. Okay. So, we're going to go one, two, three. Oh, I'm taking him with me. You stay there. I mean, if I go four. Yeah, I'll go four. So, then he can't get me. So, it's an unstable encounter.
It's an unstable conflict encounter. Parting the veiled. You're waved over by a young wood elf crouching behind a bush. He introduces himself as Arvan. Oh, it's him. We were just fighting him. Uh, and explains that an encampment of the Veale Heritance is located nearby. These rebels seek to disrupt the Almary dominion over petty leadership concerns, putting us all at risk. He hisses. You look like the honorable sort. Can you help me send them packing? The elf seems sincere and you wouldn't mind the opportunity to pack some veiled heritance belongings, but you know the group has a fair number of supporters among Veilenwood residents. Announcing yourself as an almar loyalist could be more trouble than it's worth. So we don't have a choice. We have to choose the one with the red icon because it's unstable, which is rush in with indignation. So it's a battle.
Arvan is a companion controlled by the party, but we have to increase influence strikes by a collect a collective total of one. So, what I'm going to do is I'm just going to increase that one. So, none of those are having any bad effect on us at the moment. We're going to get two XP if we're successful and we're going to have battle.
Nope. Let's not use that one. Let's choose that one. Okay. Right. So, are we going to fare better this time or is it all a bit over?
And I think we just need to get rid of this personal quest. I think I think we just need to scrap it. So, you I think that's what the chat said earlier. I c I can choose to just scrap this. I see. Right. So, for this battle, Arvin is a companion. He's on my side now.
Okay. So, we have an enemy pool of 18. So, that's a 10, a five, and three ones. No chance. No chance at all. Yeah, I think um having that companion in session one gave us a false sense of how well we were doing. So the 10 is a droo. It's got dodge, my favorite skill. It's also got repost one. So that's going to go there. So we have a 10, a five, and three ones.
10, five, and then a one. and a one. And a one. Okay. So, we have a a bear. Nice. Um, so down to here. Yep. Okay. And then we have a skia pup. Random three. We got a high elf bandit. Three health on number four and then a kit bandit on number five.
Okay, so we're dead basically. We'll try and take him out and then we're going to need to use the guild assist because we can't we can't keep having more failures. Um it's like in Too Many Bones when you have if you have one failure you'll be okay. If you have two you might be okay. Soon as you have three failures you won't have enough XP going into the final battle to win. So you might as well just call it at that point. Um and in this if you don't have the successful encounters then you don't get the XP. So you fall behind on the curve. It's just that's how the game is. You can afford to miss a couple but not not too many. So it is my go. It is round one. I am going to cool down three
ranged battle form. Actually I probably want to be as far away as possible. I mean, it's got range six.
And that's got range three. But I can kill that quite easily, I think. Although it has retreat. What does retreat do? At the end of this unit's turn, if no units took damage, it gains a stealth die and heals. Okay. Yeah. So, if it doesn't hit something, it hides dodge. We know maim. I'm hoping we don't get to that point. I mean, I I could just try and kill this and then it's it's gone. But then I get killed by this or this. I'm going to have to do this again. I'm going to have to just Yeah. So, I might just start here.
I could have two separate engages. If I'm lucky, I'm able to kill this on this. Okay. So, first engage.
We are going to target this It's not got any defense. It's got three health. I'll put that in. So, one, two,
3, four. Okay. Yeah, we need Thor Loki to help out. What we need? So, four dice on this card bandit. Range four.
That's terrible. So, I'm going to use the silver cirlet to change this to this. So, that's three damage, which kills it.
And then I'm going to apply acid splash. That's within four. That's within four. Okay. So, seven or more. Nope. No. Oh.
H. So, I'll go into defensive mode. Take a light fatigue for a second engagement and roll these two.
Oh, that goes there. So, we're going to target Oh, nothing. I'm targeting nothing because it's defensive. Goes there and goes there.
Okay, I will do another another light fatigue to engage again. This time we're going to engage this one with just this dice. It's two damage.
And then we're going to engage again just for nothing. And then I'll use my once per game ability to heal for three. Okay, it's the end of my turn. Uh, so this one I think we might just stay where we are. What was true strike? If all of this dice result in a one, it deals two damage. Okay. Oh, and vindictive was it actually gets I know it doesn't. That's if it's on the other side. So, it's only one dice. It's not very good. Is Alvan. Sorry, mate. Um, it's going to shoot the high F band.
[sighs] Yeah. So, nothing happens. It misses. Oh, no. My my dice have been rubbish. Okay. So, let's go with M. This doesn't need to move. It's attacking the one with the least hit points within six. It's attacking Arvin. That's two damage. He's almost dead. I know he's got one defense. Okay. Then the that was the 10. Then the five moves two. Uh then the one moves two. And then this one doesn't need to move. And it attacks both of us.
[groaning] It's a two. That's one more damage on Arvin. One more damage on me. Well, not dead. Round two. Oh, I was engaged. So, I should have recovered a skill die. Okay. So, I get that back. Get that back. Get that back. You cannot engage again. Oh, you got engaged again. Yes, thank you. Yeah.
So, the start of my turn, I can move five. Also, at the start of my turn, I can recover two Oh, so that should have happened before.
Yeah, that should have happened to recover two of those, which meant I also get that one back. Okay. And yeah, five movement if I wanted five movement, but I'm not sure I do. And it does get me away from this.
Just need to take out as many as I can. But that's that's going to be tough. How's my tenacity looking? Nothing. Okay.
So, movement. I'll go one, two, three, four. So, I'm going through this. You never know. Might be a bow. 551.
No. Didn't get it. Don't want to spend the fatigue. It's got three health and no defense
and it's not got dodge. So I I will engage. I will use those things.
Okay. Well, it's dead. That's that's the good news. It is dead because I've done three points of damage and it had loads of piercing. But and I gain a tenacity from that. And then we will engage again to switch to defensive form. Roll these two. So does another tenacity and one defense. Okay. Meanwhile, my companion has only got one attack dice. It's going to go for the high health bandit. dead.
Okay. Now then that attacks both of us without moving. So he dead and I take two minus one. So I take one and the board just goes one two. Right. Round three. I'm going to recover. Oh, I can move five.
Well, that's not going to get me where I am. So, I could just go 1 2 3 4. I'll have a look at this legendary encounter. Think I can do that? Yeah. Move up to five hexes. Yep. Yeah, I don't have a bone. I'm just throwing rocks at people. Uh, first attempt. Second attempt. There's the three. Do one and a two. Third attempt. And I will take a light fatigue. Come on, Razax Opus. When a lockpick attempt is made, you may choose to add a hit point to this chip. That's okay. So, it's better at lockpicking.
So many pets, right? So, that was the start of my turn. What do I do with this? Oh, while it's in your cool down, you just you just use it to move it. I don't exhaust it or anything. Right now, I'm getting three back. Yeah, that's a problem.
Okay. Um Yeah. So, that's not going to be able to attack me this turn. I've got very little to actually hit it with. Maybe it's time to You can't switch items out, can you? After engages with you again. Yeah. Okay.
Okay. So, yeah. How do I heal? I need healing. Right. All right. So, I'm going to spend the tenacity to use my thrill of the hunt to deal one true damage to that.
Okay. Then I am going to engage something with that and that. I mean, this won't go through. It'll go through if I go for this. Going to target that.
Uh, four's good. Four is just long. Yeah, two and three is probably the best number for the game. Okay, I've done a damage. I gain two tenacity.
Right, I think that might be me done. So, this one attacks. Should have put my defenses up. I should have done.
Yeah. What did I just do? Did I just do a second engage and attack and deal a damage? I think I did. Oh, I think I just did one. Okay. Uh, what happens if you die? If you die, you die. Uh, it is a it is a campaign and if if you fail the campaign, then you just fail the campaign. That's it. But there is a guild assist. The guild can help me out once. Uh, and that's probably what we're going to have happen. Take two damage. I'm down to one. So, I'm not dead yet. And then this move two. Right. And now we're on to round four. So, start off turn.
I don't think I've got anything special here or here or here. So, I just get these three back. This is the round that I could have done with the extra fancy movement. But I can slow it down. But I need to be far away from that. Oh, I am. One, two, three, four. So, I can I can shoot and then move. Yeah, you can engage and move, can't you? So we'll engage that using these three.
[sighs] Well, unfortunately he's got dodge and that's not dealing damage. But that was never going to deal damage to be fair. So it is just one and I'm not going to use tenacity to change a side. So it's just one damage
and then I'm going to go one two three four because you never know we might find a button. It's a bit late. There's the six. No.
Okay. And then on there go that hits me. I've only got one health left. So unless these are double blank. Yeah. Okay. So guild assist. We're going to we're going to have to which means that's it. That's my that's my once per campaign guild assist. So it happens at the end of the round. So I'm defeated. But then at the end of that round, each adventurer heals to full.
Okay. Um, remove all light fatigue, over fatigue, and status dice. May recover any number of exhausted and drained skill dice.
Forgot what exhausted is. He's exhausted just these
Yeah, I think exhausted is those. Yeah, it's your cool down track. Okay. Um, so yeah, so I'll recover all of these obviously. Why wouldn't you? Oh, because you might want some in there. Yeah. Okay. No, that's fine. So, recover all of them. Uh, get one of those and one of those
and set the round counter to whatever you want. I'll set it to one. Have we drawn a bow? No, we haven't drawn a bow. Of course, we haven't drawn a bow. Right. I'm going to take the heavy red tincture. Um, there's just so much here to throw away. I'm going to get rid of that. Don't want that.
Um, okay. I'll take that and get rid of that. Okay.
Uh may deploy to any unoccupied hex. Okay. So we are going to go back here. Right. So round one. Uh, I'm going to engage that. I'm going to use um that acid splash was a total waste of time. So, I'm going to use those four. We're in bow form. It's got dodge. If it's got dodge, I don't want to use that. I'm going to use these two. I'm going to use these four because these are all damage. I'm I'm learning. I am learning.
Okay. It's still one of those, but that's three damage. Gets round its defense, but because of dodge, I'm only dealing two. So, I'm going to have to interrupt that. I'm going to interrupt that and change that to a two, which means it's dead. It's also got repost. Not been reading about repost. Each turn, the first time it is dealt damage by an adjacent opposing unit. Yeah. Okay. I thought so. So, that's dead. Uh, and then I gain a tenacity. And then I'm going to put that there, that there, and those there. Right. And then it moves. One, two. And then we go to round two. I'm going to recover these three.
Uh, and then I'm going to engage and we just try and kill it. So, one, two, three, four. [sighs] Well, I do have the two tenacity, but it's not going to get to me this turn, so that's fine. So, that's three damage. Three damage and a tenacity. Making it look easy now, but slowmoving melee enemies are fine. when there's one of them. And then it moves one, two, and then we go into round three. And I recover that one, that one, and that one.
And then I attack it for one, two. I'll just attack it for two, actually. Yeah. Yeah. Dead.
Right. Okay. Huzzah. We were successful with a little bit of help. So, I mean, which one was that? Was that the first one? I think that was the first one. Yeah. So, I get two XP. So, I'm up to 20 and I've got three to spend. Uh, and that that that is done. That conflict encounter is done. I've I've lost track of what we're actually doing here now. Um, we've got to go there. Oh, well, that's it. We're going to the island, aren't we? To beat the people up. Yeah. So, end of the day, I recover health. I'm all right. I'm not I'm not injured. I get two of these dice back. And then I've got three XP to spend. So, we can absolutely spend it on another snipe or another health or Yeah, I this build has not worked. The light armor was a waste.
Um yeah, but let let's let's do some stuff. Let's spend three XP. Let's buy another health. Okay. And let's buy spell warding. We're we're just going to experiment now and see what see what happens. So spell warding is this one. I could have bought level two actually.
Yeah, we'll buy enchanted weapon instead. Okay. bought enchant weapon instead. Right. Okay. Yes, the bow the bow dice are are nice. Um I might I might do that next time. I've just decided I want to experiment with this because it's it's all gone wrong. Um and this does point to a question, what I'm going to do tonight because tonight was supposed to be part three. And honestly, the way it's going is we're not going to get to part three, which is a shame because I have never managed to get to session three in a campaign of this, either due to time limits or, you know, just just not. In fact, it's always been time limits. Every time I've played this, we've never actually I've done a lot of session ones and I've done a couple of session one and two, but I've never actually got to session three. So yeah, I haven't actually fully played this game yet, which is h it's a bit of a shame. So end of the day, we're going to draw a card and see what happens. It's that, which I think is moving it two.
And it means that moves up. I think I forgot to move these up as well. Oh, it's already hard enough. Yeah, move two hex's. Um, and I think the influence still goes up. I think that's just a standard thing for the region. Yeah, it is. Okay. Right. We are on uh what we on 21 XP. No, 20. We're on 20 XP. 20 XP. Take end of session experience and rebuild your character for the fun of it. Yeah, I could do uh although based on how exhausted I am physically, me, not the character, um I I know that I'm I'm already starting to struggle. Um, yeah, I'm starting to lose the plot a little bit. Just really, really tired at the moment.
So, day five, I mean, we could just go and have the fight. We've got plenty of time to do it, but I think the longer we leave it, and I I am going to scrap this quest, so I'm I'm not I'm not going to do it. Not going to work for me.
Was that an unstable encounter? That was an unstable encounter. I get two tenacity. Yay. So, we could go to a town. We could go to Vin Harour and go shopping and hope that we find a boat. Um, the problem is it's it's a day. It's an XP gone. It's potential XP gone. So yeah, I think what we're going to do is we're going to go here to an unstable encounter and we'll see what we get cuz then I can afford to spend some tenacity.
Ah, the traveling merchant. Not had that yet. So I think you still get the two tenacity at the end which we don't need. Veilenwood is a frequent haunt of the traveling merchant Kadit clans known as the Bandari. I tell you what, I tell you what, we've got an ability. When you roll to determine an unstable encounter, you may roll the unstable die up to two times. We're going to do that cuz we don't want this. Although that's four legendary items. No,
no, I don't I don't want I don't want that. So, we're going to spend three tenacity. When the party rolls to determine an unstable encounter, you may reoll the unstable die up to two times. Yeah. Peaceful. Sure. Let's have a peaceful encounter. Out of sight, out of mind. You can't explain why, but it seems like everywhere you go, you're met with some hostility. Oh, it's this one. We've done this one, right? Uh, just don't get lost in the woods. So, we get an XP. So, that goes up to one, and we've now got 21 XP.
Okay. Each adventurer may choose any number of combat dice and if you're a ranger, you can reroll them and we reduce the tracks. Yep, I'm in for a penny, in for a pound. So, I'm going to roll three of them. Oh, up to their stamina. So, I could roll four. No, I'm just going to roll three. Three is fine. Okay, that's fine. We've rolled three. So, we get to reduce each influence strike by two. That's a zero. There you go. Um, yep. Done. Right. Okay. And we got an XP, which I'm not going to spend. End of the day. Get these back. Right. Day six. Oh, we need to do What was the symbol? It was that symbol. I think it moves three.
One, two, three. So, day six, we're going to go to the island. Uh, what were we on? We were on A10. No, we were on A10. B1, page 28. That's it. We're on B11. So, travel to Horseshoe Island. Initiate the following clash. Okay. Right. Uh, let's have that.
Okay. That that goes in there. Okay. So, uh, Arvan is with us. He's not very good, but he's with us. And there's me. When calculating EP, for each hit point chip placed next to the map, add one to the base difficulty XP value. So, we're adding one. So, instead of it being 21, it's 22. Uh oh, no, not Arthur. Chief Dushkull, who's got five health, iron, bark, motivate. I don't know what any of these things do.
Okay, so we get 2 XP if we succeed, right? And it's 22 22 EP. So that's a 20 and two ones, right? It's going to be a big thing we fought yet. It's the Argonian Warlord. It's only got four health. Easy. And a one. And a one. So, the Argonian Warlord, four health, goes on number one, but it's got the keyword colossal.
Has an additional hit points equal to the total number of combat skill dice trained by adventurers. I have three combat skill dice, so it's an extra three. That's not too bad, right? It's also got elusive prevents all damage dealt by units that were not adjacent to it at the start of the current turn. And it's also got rally after this unit is defeated if it's not the last enemy in play. Deploy an enemy of the next lowest level to the hex where this unit was defeated. So I need to I need to kill that last. Right. Number two is the sprigon with four health here.
Uh oh. Those should have gone in5. Right. Next we have the wisp which has decay and ethereal. decay sounds like it would lose one hit point at the start of each of its turns. At the start, at the end of this unit's turn, it's dealt one true damage. Yeah. Okay. Yeah. Elusive is pretty bad for adventurers. Yep. Yeah. Well, there are things you can do.
You can be next to it and then move away and shoot it. As long as you were next to it at the start of the turn, then it's okay. And if we fail this, we fail the campaign because we've already used our guild assist. So this is it. This is this is make or break.
I'm just dealing with the emotional disappointment. If we do lose this now and I don't get to do session three tonight, we we'll have a think about I I I think I think I might go with what you suggested if we fail this now. So, we we we have a we have a plan. We have a we have a backup plan, but I will try my best. So, round one, we're on day six. We're only halfway through the second session. Uh we have Bane, so we know what that does. It's going to attack us and it's going to deal damage. We know what Colossal, we know what Elusive does. We know what raffle raffle rally does decay ethereal iron bark and motivate iron bark. When this unit is dealt damage by non-adjacent units, its defense is increased by one for that engage. Oh, that's exactly the same as the Oh, yeah. Veilenwood Ironbark, right? And then motivate.
At the start of this unit's turn, all adjacent allied units gain one tenacity and all adjacent opposing units lose one tenacity. Okay, so I might go there. Okay, so round one, my go recovery. No recovery. Engage. We're going to engage the sprigon cuz that is a melee character that's not going to be able to get to us. So, I'm just going to fire everything at this. And it's not got dodge. It's got one defense, but that's fine. Um, in fact, if I started Oh, so I could Oh. Oh, wow. Hang on. Elusive prevents all damage dealt by units. Ah, so if I did start here, it's within range, but I can't then shoot that. Oh, I was going to try and put uh the acid splash on it.
Okay. [clears throat] So, yeah, we're just going to shoot the sprigon. Uh, and I'm going to put one, two, three, four. It's not got any dodge or any nonsense like that. Just these four dice. Come on.
What is going on with my dice rolls? So, I do have two tenacity, but that's not going to be enough to kill it. So, I'm I'm just going to deal the the one damage with the pierce. I'm going to gain two tenacity up to four and then I'm going to put that in the active slot. Okay. Wow. But then Chief Dushkull goes, Chief Dushkull is not moving and he's rolling three dice. Oh, and he's motivated. He's motivating me. I need it.
Start of this unit's turn. I gain a tenacity. Right. Come on, Chief Dushkull. box. One, two, minus it one defense. Ouch. We are rubbish. Absolutely rubbish. Okay, enemies turn. So, this moves two. One, two. Uh, doesn't attack. So, it's range one. This decays and moves one, two and can't attack. And the spriion. Oh, it attacks both of us. Ouch.
Have I been using the Brett and Jack? Um, now and again when the chat reminds me, but right now I'm going to use it. So, that is engaging with both of us. because it's engaging with me. I recover that and it's dealing no damage, but it puts Bane on both of us. So, that goes there and that goes there.
Oh, yeah. That's not too bad. That That is not too bad. So, round two, my go. I've got Bane. So, I take one true damage and then I cool down those two or I recover those two and I get rid of the Bane. Is that right? I can't remember how status effects work. Somebody remind me. Does the Bane go or does it constantly stay in there until somehow removed? I thought it went. think it's just over fatigue that goes. Yeah, recover it. It goes that that's fine. Um I would also start of turn. I could have done that, but I didn't need to do that because I had loads of stuff there. Okay, so I can't attack that because it's got elusive.
So that's that's not getting attacked this turn. Oh, I was going to do that. had all these thoughts. I think I'm going to do that first. Let Let's do that. Let's switch to magic mode and I'm going to roll these.
Right. So, I've got that. I've got these two. Now, that one goes active definitely. And this one also goes active. So this one I can reduce it by one once per move action to add my to add two to my movement. And this one when I engage in battle in any form other than magic I can reduce this die by one to roll any skill die. And if I do that, I ignore Ethereal.
Awesome. Right. So that's my first engage up then. So if I move I can move six.
I don't know whether I want to move six. I just did that. Yeah, because I've got rerolls. That's the thing. I've got the reroll now. I think we just want to get rid of this. Not going to be able to attack that this turn, but I could move next to it. Ready for next turn.
Actually, it's going to move next to us. So, I think we're just going to So, this is my second engage again. A light fatigue and we're going to use those two. I mean, I can recover these anytime I want because of that. So, it seems silly to put all of these in. And this is definitely going to work because I've got five of this stuff.
Yeah. Okay. I'm just going to use these two. Okay. I say definitely going to work. So I have to spend two tenacity. Um Oh, is this Yeah, it's two tenacity to change that to kill that. Right. So, that's gone. That was my second engage. Now, I haven't moved yet. Ah, but elusive is I've got to have been there at the start of my turn.
Start the start start of the current turn. Yeah. Okay. So, and we want to kill that last. We absolutely want to kill that last because otherwise it brings in a 10point enemy.
I'm not going to move. No, I'm I'm I'm not going to move. So then it is Chief Dushkll's turn. Chief Dustal takes an a point of damage and then moves to there and he motivates me and I get a tenacity. Right. Then the enemies go and what I'm going to do is I'm going to do trapping webs. So the enemy is reduced to movement one. So it moves to there. There. Uh and then this decays and moves one two and he's out of range to attack us. Right. Okay. Oh, I also had an enchant weapon. I did. Uh, I could have rerolled it with enchant weapon. Yeah, that's why I did it. Right, round three.
Still can't attack that. But start of the round, I get these two back. Oh, I got five movement. I have five movement at the start of the round. Move up to five hexes at the start of your turn. One, two, three, four, five. Here we go. Is it a bow? Is it a bow? 525. There's the two. First attempt. Second attempt.
I am going to gain two light fatigue. Can't risk it. Is it a bow? Is it a bow? It's not a bow. It's imitation. Lie is right. That's the five movement at the start of my turn. We're still in start of turn. So I am going to use that to recover these two. Right. Anything else at the start of my turn? No. Now we do recovery. I get that back and I get rid of one of those and one of those because my recovery is three. Right. Then I can move, but I think I'm going to shoot first.
I'm going to engage first. And I'm going to engage this. So, it's ethereal, which means it prevents one damage unless I'm doing I'm using magic. Okay. Well, I'm not using magic. And I'm just going to use these three.
Yeah, it's dead. So, I didn't need to do any enchant weapon rerolls or anything like that. That's gone. Okay. And then we're going to move. So, one, two. Is it a bow? I need a one, two, three, three, two, one. There's a three and a two. Uh, does a six wrap round to one on lock pickicking? Remember, I try and find the answer before the chat tells me. Lockpicking 68.
You cannot rotate a six to a one. No. Right. Okay. Second attempt. Third attempt. Not going to bother. Was it a bow? Yeah. Wasn't. Okay.
How much movement do I have left? I think I have two. I'm going to move to here. Okay. So, Chief Dutch is next.
No, I'm going to do something else. I'm going to engage again, switch to defensive form, and roll these three. Oh, I've got that to increase my movement. Yeah, I I tick that down to increase my movement to there. Then I engage again to roll these in defensive mode. So, they go there. That goes there. Right. Then Chief Dushkull is actually just going to remove one. Have I already removed one? Yeah, I think I've already removed one. So, he moves to there and he hits it because it's going to go for me.
So, that's fine. So, he's got three dice. Does the quest unique get the bane? Oh, you're right. He's immune to Bane. Even better. Thank you. I did learn that in session one and then forgot. So, Chief Dushkll hits him. Oh, he can't hit him. He wasn't he wasn't adjacent to him at the start, but he will be next turn. Right now, he hits me because he goes for the strongest one. So, he's going four dice. Uh, I can recover. I'm I'm attacked, so I recover a combat dice.
Wow. I get hit for six. So, I've got two protection. And then I get hit for four. Ow. Right. Round four. I am next to him. So I can hit him. But first I recover these three. So that one, that one, and that one. I slide down.
Oh, this isn't very good now after all that. So, I'm going to hit him. I'm going to engage with these four. I can't. I'm adjacent. But I move away first. So, I move to there. And because I was adjacent to him at the start of the turn, I can now attack him. Oh, and I've got this actually. Yeah. So, I haven't moved yet. So, I am adjacent to him at the start of the turn, so I can engage with him. I've got this, which is a free fall movement. Now I'm going to actually engage with him using this, this, this, and this.
I did recover the white dye, didn't I? I thought I did recover the white dye. Maybe I didn't. In which case, I'll roll that, that, that, and not that. Okay.
Okay, this is more like it. So, it gets through his defenses and I've dealt four damage and then that's going to go there. Two, three, four. Right. And then we're going to pop these in here like so.
And now I can move. So I do I move right then. In fact I will go here. Chief Dushkull then activates motivates me and attacks for three. dealing four damage minus his defense gone. Yeah, that actually didn't feel like a 20 point enemy. I mean, it it wasn't. It had like seven health, one movement, one range, one defense. Yeah. Okay. Yeah. Sometimes it goes like that. That was a really easy fight considering that was a level 20 enemy.
after this unit is defeated if it is not the last enemy in play. Yeah. Okay, we're done. So, that was the actual quest. So, the campaign is not over. We gained two XP. So, we gained two XP. We gained two XP. We're on 23. When completed, go to entry C12, page 35. Are we back in the game? No, we're not back in the game. Hey Glenn, thanks for popping in. Right. Page 35. You've obtained the artifact, though you have been slowed down by stealthy attacks that were likely ordered by the Dark Brotherhood. Dushkull, however, is undeterred and asks you to escort him to the city of Ash. We know what's there. The former wood elf town was decimated when a cult leader opened a portal to the realm of the Drich Prince of Destruction. A brave hero helped close this portal, but it still bears the markings of Oblivion.
Dushkll explains, "I believe the talisman can be used there to bind our land closer to the land of the Dra. But be wary. Through the portal, sorry, though the portal has closed, the city of Ash is still very dangerous, and I fear that the closer I get to accomplishing my task, the bolder my enemies will become." So, we remove that token. The assassin is no longer after us. We need to travel to the city of ash and we need to initiate the city of ash dungeon. I've never done a dungeon before using the end of session difficulty EP recommended to do it by day 12. So basically we have another 5 days to try and get as much XP as we can and then we need to go down the dungeon and it's going to be like 32 XP difficulty and we're on 23. So, we need to get 8 XP in the next five days to draw level with where we should be. Not going to happen.
Okay. Right. So, that's it. That's where we are. Um, end of day, we draw a peaceful encounter to see what happens. Uh, that increases as pull that I get two dice back. And I heal for one. Chief Dushkull is not with me anymore. Done his job. That's it. Okay, let's put these back in the bag. I needed that. I needed that encounter to counteract the absolutely horrendous encounter that I had at the start of session two. Right. Oh, I'm just going to grab a quick drink.
So, day seven. Where are we? We are there. What are we going to do? Where do we need to get to? Here. The dungeon is here. So, we got plenty of time. Um, I'm a little wounded. So, and I don't have much in the way of healing. Oh, quick rules question. What happens to my active dice? Do these go at the end of the encounter? Do these go? I think they do. I I don't know whether they're exhausted or they go back. It feels unfair to exhaust them, but yeah. Let me let me know what happens with my dice. Oh, and I can level up as well. Um, right. Where we going to go? We need as much XP as we can get.
So, it's probably conflicts. There's not that many conflict encounters around. Well, the conflicts are dangerous. That's the problem. We might just have to get lucky with some um what am I thinking? Peaceful encounters. Okay. So, I think we're going to go here. We're going to go to Veil Guard. So, normally dice in active slots are exhausted. Light armor is an exception. You can keep it there. Oh, where's it say that? Here. You may choose not to exhaust light armor dice at the end of a battle.
Awesome. Right. So, that gets exhausted. Day seven, we have try. Oh, spending XP. So spending XP at the end of day six, we are going to spend three XP and we're going to have a another bow dice. And we're going to have a level three bow dice. No, we can have a level four. We can have the level four bow dice. The best one in the game. Is it any use to us?
Yes. Boom. Scatter shot. All damage dealt to your target, this engage may also be dealt to another targetable enemy. Right. Okay. We're rocking. So, that was the 3 XP spent. According to this, we're on 23. Peaceful encounter. Desander was right. You stumble across a crowd of Balenwood natives debating the merits of Desandra, a well-known wood elf who used to be part of a community aid organization called the Outer Watch. Desandra has since denounced the watch as corrupt and announced her intentions to do good on her own. But you're skeptical. Celebrities who flaunt their own charity are often anything but charitable. You're considering simply passing on your way, but a high elf calls out and asks you for your thoughts. Is it worth speaking your mind and sparking an argument? Ah, we have a choice. We have an actual choice.
The first choice is to convince them of Dysland's falsehoods, which gets us an XP. The other choice doesn't get us an XP. So, we have to choose that. This is at influence level one, so we're okay. That's not affected. But because we need the XP, we really need to do this. But if you are on an outer watch quest, you must select this option. We're not make a social check. Ah, now social checks. I don't think you can use what can you use in social checks? You use the speech skill, but if you don't have a speech skill, how do you do social checks? It's something like tenacity. And I don't have enough.
Age 42. Social checks. Gather and roll dice. Adventurers with relevant skill dice usually speech can gather them. Spend tenacity. You can discuss these options together. I've got three tenacity. I need four.
Can't do it. Oh, it says adventurers may roll combat skill dice as if they are speech skill dice. Ah, but adventurers do not gain tenacity from tenacity results. If successful, you may reduce the influence strikes by a collective total of up to five. If you are occupying Long Haven or Tangle Haven and are successful, you also gain the keyword resistance. Not this encounter is successful regardless of the outcome. Oh, okay. Well, let let's do it then. Oh, but the other option, each adventurer may gain four light fatigue to gain one bonus XP. Now, bonus XP is great because bonus XP, you get it, but it doesn't go on there. So, it doesn't change the difficulty of the actual game itself.
But for light fatigue, let's do it because I've got a way of converting light fatigue into health. So, we're going to keep quiet. We're not going to say anything, but I gain a bonus XP. And it's that icon, which means that moves up to there. Right. Okay. That was day seven. Are we going to spend that XP? No, I don't think we can spend that XP. Okay, end of day. I recover a health. Oh, I didn't have combat. Nice. Yeah, I recover a health and these two come back. Right, we're done. We're done. Day eight.
We're going to go to the Doorrin Monastery. Yeah. Share the woods. As your path winds through the woods, you find yourself face to face with a clan of wood orcs. To your surprise, this tribe is friendly and offers you assistance on your journey. Surviving in Veilenwood requires the grace to adapt to the will of the trees and strength to hold fast against the turmoil of nature. One of them tells you Morlock gives us these gifts and we give them freely to you. Okay, we have two options, both of which are worth one XP. Learn from the orcs. Orc adventurers may advance their stamina stat by one.
That's awesome. Wood elf adventurers may train a combat skill die. Each other adventurer may gain five tenacity. If at least one adventurer gains tenacity, gain the keyword resistance. And if you are occupying Red Fur Trading Post, each adventurer may also discard an item to draw an item. Or you don't have time, but you you you but you welcome an elf who had been traveling with the orcs. At the start of the next battle that does not call for the quest units, Arvan or Chief Dushkll, discard this card to add Arvine, Arvan to the battle as a companion controlled by the party. I might go that one. I mean, we don't know what resistance he's going to give us.
No, I think I'm going to go for the first one. So, I I gain five tenacity and I gain the keyword resistance. So, that's the first resistance keyword that we have gained. Uh, right. And then that moves on one. So that's now more dangerous. And that moves on one. So that's now more dangerous. Right. End of day. Heal one. Get two dice back. Day nine. Oh, you can recover any dice. Yes, I forgot about that.
Yeah, adventurers rest is any two dice. Thank you. I'd completely forgotten about that. It don't matter cuz I'm going to get those two back anyway. But yes, right, next day nine. Where are we going to go? Are we going to go to a town or not? No, we still need XP. Did I get the XP from that? I don't think I did. No, I didn't get the XP from that. So, we're on 24 and I've got two to spend. I'll spend the two on a health.
Okay, next day nine, we are going to go to the Red Fur Trading Post. We've been here before. One for the wilder queen. What an odd day. Last night you received a vision in your dreams of the wilder queen, a god-like figure worshiped by many wood elf tribes throughout Veilenwood. She requested that you help a band of adventurers who were under her protection, but on the run from the law, promising her blessing if you obeyed. And here today are those very same adventurers asking for equipment as they journey the mainland. Wonders never cease in these woods. You don't make it a habit to anger benevolent yet powerful deities, but you don't love the idea of being associated with these accused criminals. Still, the Wilder Queen works in mysterious ways. We have two options, both of which are worth an XP. We can offer our resources. Increase any one influence track by any amount. Each adventurer may gain tenacity equal to the amount the track is increased. If the track is increased by three or more, gain the keyword resistance. or each adventure gains three light fatigue and then reduce a single influence track by up to three.
Oh, and because it's on two, I have to choose that option. So, I choose that option. I gain three light fatigue. Uh, starting to be a problem. Get an XP on one. Totally is on 25. It reduce a single influence track by three. Done. And then two icons, that one and that one. Right, that was the end of day nine. I heal up. I get two dice back.
One, two, three, four, five, six, seven. I'm on seven out of eight. So, I'm only one hit point down. Do I want to spend the one XP? No. Okay, day 10.
I think we're just going to stick with peaceful encounters. I mean, combat encounters are generally worth more, but I'm a little worried cuz it's 25. That's two. That's a 20 and a five. Could be could be devastating. And I don't I don't have then time to heal up. Although we are so far short of what the end of session XP thing is going to be.
Okay, we have time to do a conflict, go to town, and then do the thing. So, we're going to do it. We're going to go on day 10. We're going to travel to Gil Vardell, and we're going to do a conflict encounter. Don't forget your XP. I did it, didn't I? Did I do it this time? I think I did it this time.
If I did If I didn't do it, let me know. I I I'm I am losing track of things because I'm just struggling a bit today. Yeah. Okay. So, I did it. Okay. Captured. You awake from a deep slumber, groggy and confused. As you try to blink the sleep out of your eyes, you realize that you have been manicled and stripped of your gear. Nearby, your presumptive captives sleep around the fire that you started hours earlier. This is insult to injury and it can't stand. On the other hand, these captors look pretty though. Sorry, they look pretty tough. Not pretty, though. They look pretty tough. Maybe this can stand after all. If you were to just sneak off, what's the worst that could happen? Gear is replaceable. Limbs not so much. So, we have two choices.
But because it's a conflict encounter and Dyslander's influence is two, that means add one level one enemy to the EP and deploy it last. So, if we have a fight, we have to add a level one enemy to the EP, which if you're playing four players is really easy. Solo is really hard. So, we do have a choice. We could just tiptoe off for one XP, but we either discard all items or lose all tenacity.
To do so, they must have at least one item or tenacity to it. So, I lose all my items and all my tenacity. Sorry, all my items or all my tenacity. The other option is that we have a fight. But during this clash, adventurers cannot use items. And the first time an adventurer unlocks a cash, the item is discarded and the cash chip is placed on their character mat. That means they have recovered their gear and can use items for the remainder of the battle. Let's go for it. Let's go for it. Let's let's let's have another clash.
So, it's 25. So, it's a 20 and a five and then a one. Uh oh. Right, the 20. This is this is make or break. So it is Dora. It's got arcane and days and nine health.
Boom. Okay, we also have a five. And we have a one. So the five is a lurcher, six health,
and there's a Breton bandit that just happens to be wandering around. Right, round one.
So, I can't use items. But the first time I unlock a cache, I can. Right. We need to look at what Arcane does.
Where's the sheets? Okay, so [clears throat] arcane, the damage dealt by the unit is true damage. Okay, so no point putting up any defenses, right? And days after this unit's engage, apply a day's status to this unit's target, which means you can't attack on the same turn that you move. Bane, we know disrupt. When the unit determines a target, its target must exhaust to die from its active slots. Yeah. And steel is bad. Very bad. It steals your stuff. Roll a d6. If the result is equal to or greater than the target's current hit points, discard a non-food item from a ready slot. Okay, so what's the plan? That's got two defense. Thankfully, I've got piercing stuff.
This fatigue is a problem. But it's okay because we're going to use our our adrenaline rush. We got five tenacity, so that's pretty good. Our weapon is enchanted. And we've also got grace, which means I can move super quick.
This moves two and has got a range of one. This moves two and I got a range of three. This has also got a range of three. That can hit anything anywhere. As can this Unless I was here and I stopped it moving by one. So I could stop that attacking me this turn. But all it's got is Bane and Disrupt. So that's not dealing any damage. It's just putting Bane in here, which is going to deal true damage. Okay. But we have our scattershot.
which if it rolls will be awesome. So, let's do it. Let's go for it. Round one, start of turn. Recovery. Free fatigue goes. Okay, let's think about this. Let's make sure I get this right. I can't use any items unless we move first. If we move first, I can just go one, two, one, two. I might I could swap my items around, but actually I don't have my item, so I can't use the lockpicking item. Right. Okay. I don't want to take any more light fatigue. I've already got too much. But I do need my items back because I want the silver circle and I want the heavy red tincture.
So, I'm going to try it. I'm going to go one, two, three, four. Let's have a look. Is it a bow? Lock picking. I need 346.
That could take two light fatigue to do it. That's a huge amount of light fatigue. I'm going to do it. Might be the wrong thing. I'm going to take the two light fatigue, make that into a 3 4 six. So, I didn't get that. Instead, I remove that. And I have now recovered my items. So, I can now use my items.
And I'm going to swap some things around. Okay. Right. Then we are going to engage and I'm going to engage this fella. So we're going to use that. We're going to use that. We're going to use that.
And we're going to use that. Cool. Can't put pets in your pack. You have to discard it instead. Oh, I didn't realize that. Well, I've got all of these pets here. I've got too many pets. So, you're saying I can't have these pets? Oh, okay. I didn't realize that. There you go. That's loads of pets gone. I just seem to be drawing them. Why have I got this in my hand? Oh, that was from there. Yeah. Okay. Pets have run off. Okay. So, you can initially have them in your pack, just not out and back in. Oh, okay. Right.
So, I can't put the chicken away, but I can keep the pig because I've never used it. And I can keep that because I've never used it. Okay, page 29. Thank you. So, here we go. We are targeting Rora. I mean really. So enchantment weapon when engaging in any battle battle form other than magic reduce this die by one tick to reroll any one skilled die. Now the question is can I do that more than once?
I don't need to because I've rolled the awesome result. So, scattershot. All damage dealt to your target this engage may also be dealt to another targetable enemy and the defense from the pierce carries over. So, I've done two damage with Pierce to that and to that. Less good than I thought. I should have used a combat dice. Why didn't I use a combat dice? Cuz I had a plan. I definitely had a plan. That goes there.
Okay. So, I've moved. I've engaged. I've engaged once. I could engage a second time. Because I've got these. I can just throw all of these at it.
I'm not going to. I'm going to use my once per battle ability, adrenaline rush. Remove up to three fatigue. Uh, and heal one for each one removed. So, I've got one, two, three, five, six, seven. So, I heal one. And I get two bonus HP.
Okay, I think that's my go done. I could engage again and put up some extra defense, but there's no point because that's got arcane, so it's true damage, and this has got disrupt, and it gets it gets rid of active dice. Oh, no, no, no, no, no. I can exhaust one dice from my active slot. Right, I'm okay. I can I lose that dice. I don't want to lose that one or that one. So, Demora goes first. Demora is within range three. Demora is attacking me with three dice and then it's going to daz me. That's fine. Three dice. I take three damage. One, two, three. And I am now dazed.
Which one is dazed? That one? No, that's blind. That one. That one. This unit cannot roll dice on the same turn that it moves. And it cannot move on the same turn that it rolls dice. At the end of this unit's turn, remove the dice. But I don't. I think mine stays on there. Okay. Right. Uh, the lurcher moves one and puts Bane on me and the disrupt. So, I'm going to put the Bane on first and then the Disrupt. And then the Breton Bandit goes charge. One, two. Right. Done. Round two. So, start of turn. I exhaust that to get back two snipe dice.
Oh no, two bow skill dice. So I'll have that one. Thank you. Please also days which stays there and I'm bleeding for one. Right. Recovery. Get rid of the three light fatigue. Next. My go. I don't move because I'm dazed, but I'm going to engage Demora. I think I'm still going to engage Demora.
And I'm going to go with one. Two. No. 2 3 4.
Yes. Well, Are these skill dice? I think they are. Yeah, I think these are all skill dice. So, I spend two tenacity to change that to a two. And then I tick to do I do that.
Yes. I take down the enchant weapon to roll this one.
Okay, I have all the plans. It's just not quite enough.
I've not used the circuit yet, have I? Yeah, I think I think we need to tick it down again. So, we're going to take the enchantment down again because I can do that more than But I if I've not used the cirlet, I might just use the cirlet instead. I don't think I have. I think I rolled that. Oh, no. I did use the cirlet. I changed that to a two, didn't I? Yeah. Okay. So, we're going to take it down. We're going to take down the enchanted weapon to roll this again. Come on. You can't You can't roll bad a second time, Paul. You can't. No, it didn't. Right. So, it's four damage with one pierce and I'm applying it to two targets.
So, that was my initial target. So, it's four damage with one pierce. It's got one defense, so it takes three. And then basically I kill that or that. I'm going to kill that.
Oh yeah, I was going to lose it to the disrupt. Yeah. Yeah, good point. Okay, that's my turn done. The days goes. No, the days doesn't go. Right. Uh Demora attacks me. Three dice. It's four damage. I'm down to two health. Oh. Oh, I was getting all excited then that it was going to be okay. And then the Breton Bandit hits me for one dice. Oh, it's all gone wrong. Okay, we're going to pretend that's a wall
cuz otherwise that's campaign over. It's still campaign over anyway because I've got bleed. Use your necrotic bug. What's my necrotic bug? Oh yeah, I completely forgot about this. Sorry. When hit points is removed from a unit on your turn. So, I did remove hit points from that unit on my turn. Add hit points to this equal to the hit points removed from the unit and gain the same amount of bonus HP point. Thank you. Thank you. So, I could have done that. How much did I hit it for? Like three. That's enough. Three bonus hit points. Uh, and then that would have gone instead of that. Okay. So, we're okay. And then I bleed for one.
We fixed it. Thank you. Yeah, there's a lot going on and and I I've said it a few times, but I'm I'm very tired and I'm not completely with it. Uh and this is also until the end of the round. You can only take a maximum of one damage each turn. We need to be taking that as well. That's what we're going to do. So, we're on round three. I am going to take this, the heavy red tincture. So, until the end of the round, I can only take a maximum of one damage each turn. And a turn is enemy takes a turn, I take a damage. Enemy takes a turn, I take a damage. It's also got steel. I needed to roll for steel. Okay, so it steals something.
Oh, and it's engaged with me. So, I should have got these two back. Yeah. Okay, I think it's stolen my armor. I don't quite know how it stolen my armor, but it it has stolen my armor. Yeah, I hit it for four. Still need to remove one health from it because you pierce through the armor. Yeah, but I I hit that for four, which was three, and then I hit that for four. So, potentially I could have done it more, but that that just about keeps me alive for now. So, at the start of round three, I've drunk the potion. I'm not taking more than one damage a turn. I'm recovering three, which means the days has gone, right? So, that's good. So, I can now move and shoot, but I think I can only move.
I don't think I can get out the way of this. Oh, I can because of the tenacity. So, we can. So, I can go one, two, three, four. So, I can go to there and I can engage that. And I'm going to engage that with these four.
Yeah. This this has two defense. Yeah. So, I could have put more on it, but I just chose to put the three on it from the three that I did from that. But I might now be putting more on it. We'll see. We'll see. This This might keep me alive a little bit longer.
Oh, it also dazed me. Ah, hang on a minute. Hang on a minute. Hang on a minute. I'm dazed again. So, when that attacked me, as well as dealing damage, it dazed me. So, actually, I can't move an attack.
Okay, I'll just I'll just attack it and I'll and I'll use the uh the necrotic hv war. Come on. [sighs] Well, I've got the tenacity, so we can we can kill it. So, let let's use the two tenacity to change that to a two. So that's one, two, three, four, five damage with Pierce. That's enough. That's dead. And if I wanted to, I could put some of that on there as bonus hit points. But I don't think I want to. I think I'm okay. He says,
"Yeah, that's not going to kill me because I' i've done that. So, I'm only going to take one hit point a turn." Yeah. Necrotic bug for the win. And thank you, Chad. So, the Breton Bandit hits me. Oh, he's got steel still.
Okay. Uh, wrong dice. But it's fine. It missed me. It missed me. But it steals something. Oh, I can't lose the silver cirlet. Can it steal the potion? Even though it's been flipped over.
Okay, I'm going to get it. Steal the bug. Oh, these are all really good. Steel is bad. It could steal the potion. Okay. Yeah. So, that potion could be an absolute lifesaver because I need to get it back when I go to a town or it probably refreshes between sessions, right? Round four. Start of turn. Nothing happens. Recover. Oh, bit short on dice. Where's my Where's my combat dice? It should be there. And that should be there as well. Right. All right. So, I'm still dazed and I can't shoot it.
Ah, interesting. Right. So, we're going to have to go into melee form, which I don't do. Oh, and I can't. I have no combat dice. Ah, right. I'm going to go into magic form. And I'm going to engage and roll these. Okay. Well, that's fine. We got our We got our magic weapon. We got our thing. And I can move. I just can't attack on the turn that I move. So, 1 2 3 4.
And I will take that down to make it 5, six. Yeah. Light fatigue to stay out of range. How can I gain light fatigue to stay out of range? Yeah, don't think you can. Unless I've missed something. So, that moves to next round. Round five. Uh, I'm still dazed, but I recover. So, I'm no longer dazed. Oh, dazed says you can't roll dice in the same turn that you move. Oh, and I did roll dice. Okay, so I can't have moved. Thank you.
Yeah, it's not just engage. It's It's can't roll dice. So, it actually hits me. That's fine. Uh, one damage. Oh, it's going to steal something else. Oh, it doesn't. Yes. Damage, right? But now we're good. Yes, now we are good. Uh, we're about to go into a fatigue round next round, though. So, this is the round where I need to hit it. So, one, two, three, four, and I'm going to shoot it. It's got four health. That's still quite a lot. Um, yeah, and that's actually no good now. I I need my basic dice.
I thought I'd got this sorted, but actually I'm in I'm in a spot of bother cuz he's stolen my armor even though I was wearing it. He's stolen all my stuff. I hate steel as an ability. It's horrible. Horrible. Horrible. Horrible. Um, and that's that's no good. We don't want that now. These are the ones that I need back. And that's no good because that's just going to allow me to deal damage to something else. So, actually, I've only got really two dice that are going to be any use at all.
Yeah, I think I'm in a bit of bther here. So, I think what I'm going to do is I'm actually going to move twice. I'm not going to engage. Is it a bow? I need four, five, six. There's the five. Second attempt. Third attempt.
Sure. Three light fatigue. What have we got? We've got some morag tongue braces. After an enemy engages with you, deal one damage to that enemy. This damage ignores two defense. Cool. Okay. And then it moves two. We go on to the first fatigue round. So I gain an over fatigue and then take one true damage. Ow. I'm on one health. So I die. Next round. I recover. One, two, three. And then I move to here.
And I'm going to shoot it because if I get it down to one health, it engages with me and takes the damage and will kill it. Oh, I could have done a double move to move away. Yeah. Uh, I don't think Daisy's removed at the end of a turn. If it's in your if it's in your cooldown track, I think daisies removed for these but not for same as Yeah, I might be wrong. I might be wrong if I if I've um if I've got that wrong. Oh, expended potions are discarded between sessions. Okay, so that's that's useful to know. Um, yeah, I thought I thought days just sat here. I I didn't realize that it didn't stick around.
Uh what are they called? Status effects. Yeah, I thought status effects on adventurers worked differently. Stasis effect dice 2367. Status effect. When an adventurer gains one, it's placed in the leftmost open position of the adventurers's cooldown track. It applies until the status die is recovered or otherwise removed. But it does say at the end of the round, remove this dice. Okay. Uh so it it it should have been removed. Okay. Good to know. Uh but anyway, hopefully this is going to be it. I'm going to use one, two, three, four, and we're going to hit it.
Yeah, I really hope this is going to be it. I can enchant the weapon. So, yep. One, two, three, four. With a couple of things gone, right, town heel.
Now, does the over fatigue stay there? Oh, we've got the adventurers rest step, haven't we? So, adventurers rest step. What was that? That was a conflict encounter. That was this. So, I gained two XP. So, I'm up to three and we're on 27.
Okay, so we did that. And then at the end of the day, that goes up one and that goes up one. And then I heal for one. And I can remove two dice, which will be that one and that one. Right. So, and I need to put these on here.
Day 11. We're going to town. We're going to Marbrook. We're going to walk in battered and bruised and wounded. Marbrook is a city still finding its feet. Built only a few years ago to defend Bumwood from the Ebanhard Pact. The method of its construction increased tensions between the high elves and the wood elves who call it home. It was built at top a large aid ruin and is now home to a variety of thriving criminal enterprises. If the party is on the quest for the thieves guild, the dark brotherhood, undaunted, or the eyes of the queen. Nope. So, we have three common items which are all bones. I can feel it.
Druidic knucklebones, the Braville melon salad, the roast peg, and it's a bow. There are bows in this world. And we have a legendary one. I feel the tide has turned, but maybe not. Right. So, I'm absolutely having the boat. There's no question. I don't care. I don't care what anything else is. We're absolutely having the boat. Um, we're not going to do a quest. We need to go to the inn. Yeah, we absolutely need to go to the inn. So, what happens when you go to an inn? I think you heal up to full and then remove all of your fatigue or something like that.
In heal to maximum hit points, remove all light fatigue, over fatigue, and status dice from their cool down track and must recover all exhausted and drained skill dice. Nice. Okay, we also have 3 XP. What are we going to do with 3 XP?
I don't know to be honest. We could have another stamina. We can't have another hit point because those two are effectively there. We could have another stamina. We are running out of slots to do stuff without respspeing.
hit points. Why not? If in doubt, buy another health. So, my health is actually now uh nine. So, one, two, three, four, five, six, seven, eight, nine. There you go. Nine health. So, what does this bow do? If this is your first engage of the turn, increase your range by four. Oh, okay. Well, it's all right. Oh, cool down. Oh, I should have saved it for cool down. No, you're right. You're right. I'll save it for cool down. Although, yeah, no, I'm going to save it for cool down. I don't need that one additional health. Regard about cool down. We need one more one more XP.
So, the bow of the Deadlands is all right. It increases my range by four. But I can overtax it to add two enemy combat dice to this engage and roll a d6. If the rolled number is lower than your current hit points, place this item in your pack instead of discarding it. And I have the weapon sling, which means I can overtax it. So, the potion's going to go. So, we've got the weapon sling. Got that. Yeah, I think we're going to do that. I don't know about the domino pig. I think we might need that. So, the domino pig's going to come out. I'll just get rid of the potion now because we're going to lose that at the end of the session.
Um, yep. And we'll get rid of these. Don't even know what they are, but not interested cuz I've got a bow. Okay. So, that's it. That's the end of that day. That was day 11. We are going into the final battle for the second session of the game. Yeah. Eight hours of playing to find a bow. Oh dear. Right. So, we travel and we've never done a dungeon before. So, all of this is going to be completely new. I've not even read the rules on dungeons. So, I'm going to have a short comfort break and then when I come back, I'm not going to stop the stream. I'm going to carry on going. But when I come back, we're going to learn how to play dungeons.
Be back in a minute. We're also going to get a jump. It's a bit cold.
back. I've got my Game Toppers hoodie on. Dungeons. Are they like delves? Age 80 to 85. Oh gosh. So yeah, this is a whole part of the game that I've never explored before. Dungeons. In a dungeon battle, the map is set up beforehand, but is composed of multiple tiles, which can include delve tiles or the clash tile. However, the dungeon ignores the icons printed on the tiles. Instead, enemies and other components are populated following the dungeon's specific map diagram and rules which appear in a province's gazetier. So, one thing that I'm now tell me if I'm wrong on this, but one thing that I'm surprised about is with all of the people that in the gaming hobby that like blinging out their games and doing stuff for games, I'm surprised that somebody has not actually created this as a, you know, a printable playable preprinted board with this dungeon on it with like dungeon layouts and diagrams.
to save you having to use these. Now, if somebody has, then let me know um because that will prevent me from doing it because kind of thing that I like to do in my spare time is to actually create something like this, you know, in in Photoshop with nice dungeon diagrams and whatever to save having to use these because these are really nice, but they don't kind of fit and having to put things down and ignore the icons is a little bit little bit confusing. So, yeah, not a problem with the game. I'm just saying that I would have thought somebody would have actually designed that by now. And if if they have then as I say, let me know because that prevents me from doing it. Right. So, dungeons. That is the dungeon. Uh so, we're going to build that dungeon with tiles.
So, we start off with this tile. And then we have one of these. And it doesn't matter which one you use because we're ignoring the icons. Uh then we have where's the small ones? These are the small ones. Uh that's going to go there. We'll move things around so that you can see everything.
One of these right there. We have another Oh, it's pretty big this dungeon.
All right. And then the big.
Have we got it all on? We got it all on that. Just right. Is that right? I think that's right. Okay. So, don't need those bits.
Uh, that way that way. Right. So, dungeon enemy pool. Dungeons use an overall enemy pool to populate enemies at setup as clashes do. The maximum number of enemies that can be drawn and deployed depends on both the enemy pool and the numbered enemy hex's in the dungeon setup diagram. Okay. See, dungeon encounter anatomy page 81. Dungeon setup page 82. Right. Dungeon encounter anatomy. So the battle objective is not printed on here. Okay. Note that this is specific to each encounter set in that dungeon as described in the encounter text, not on the dungeon map. Ah, right. So we need to read Yeah, we need to read this. Um, where was it? We were on What were we doing?
hunted. Yes, this is it. Travel to the city of Ash and initiate the City of Ash dungeon using the end of session EP recommended by day 12. Okay, so the end of session EP or session two with one player on adept difficulty level is somewhere in this rule book. I I need to print this out and stick it on the back. Here we go. Session two, one player adept 29. Ah, that's not too bad. We're on 27. Yeah, that's not bad at all. In fact, we're actually on 28 cuz we got a bonus XP. So, we're only one down. Uh, so what was it? 29. 29, right
after deploying enemies. Yeah. Okay. So, we need to deploy enemies first. Okay. Enemies. All right. Where are the enemies going?
Uh, dungeon rules, dungeon setup diagram, entrance tile, lettered hex's. So, this tile, this shows which tile to connect the entrance tile to. Okay, I'm not seeing that. I'm not sure it matters. Does it? It It says it shows the shape of each tile in the overall layout and in some cases labels for specific areas. So, A entrance tile. Yeah. B lettered hex's. Each encounter describes how these hexes are used. So, lettered hex's.
Okay, these are typically used to place objective units, but can also represent key interactive locations such as travel points between sections of the map. Okay, I think we might need to set this up specifically. Hex's A1 to A4. So A1, A2, A3, A4 are sigil hex's and represent locations where sigils can be used for communing with Oblivion. Dungeon quest steps may require you to place hit points in these hexes, creating sigils for that step.
Not quite following it. CH's probably shouting at me. You place caches and everything and use the numbers for deploying enemies as normal. Okay. Right. Yeah. Numbered hexes. Most encounters use an enemy pool to draw bags from a bag. Draw enemies from a bag and deploy them to the numbered hexes starting with hex one and continuing in ascending order. The star hex's if any. No, there are no star hexes. Uh right. So cache chips. So this is going here. This is going here. This is going here. And this is going here. I'm going to be going here. So, we've got 29. So, it's a 20 and a five and four ones. I hate four ones. Four ones just feels like so much harder. Four ones compared to a single five. I think four ones is harder than a five personally, especially solo when these things have got four health.
Right. So, the 20 is the wood elf dead eyee. It's five health and it's going on there. Number one. That was a 20. Next. Yeah. Scatter shot 29 is the worst. Yeah. Blooming designers, right? Five. The five is a akever. Five health. That's going on number two. And then four ones. So one, two, three, four.
Okay. So one, two, three, four. Right. First one is a Breton Bandit. You saw him here last week. He's back. Then we have a wolf. which is number four. Then we have a guire which is colossal. We know how that works. So that's got three extra health. The guire is going here. And then we have an Imperial Bandit. Five health Imperial Bandit on number six. Okay. Right. So Starhex's dungeon setup. Follow these rules for steps one to three of battle setup. Set up the battle map. Place the cash chips.
Deploy enemies. Each objective unit or other component specified by the encounter text. Deploy enemies to numbered hex's. Calculate the enemy pool. Draw and deploy. Starting with hex one. Yep. Yep. Yep. I think that's right. Dungeon setup example. Yep. No, I think we're good. And there there's lots of examples in here about setting up, but I think we're okay. I think I think we've done it right. Let me know if I've done it right. Uh so I'm not sure we need this anymore. I don't know why these are lettered, but they might be lettered because of certain encounter text which might not apply to this particular one. So where is it?
Here we go. After deploying enemies, deploy quest unit Dushkull, who has five health. He's back. Chief Dushkull to Hex B. Ah, so we do need that. Hex B. Oh, he's there. What's he doing there? Silly man. He is a companion controlled by the party. Adventurers deploy to any unoccupied Hex on Chief Dushkull's tile. Oh, okay.
Place number of players hit points chips in each sigil hex. Okay, so sigil hex's. So hex's A1 to A4. We could actually use other components other than these, but I'll use these. So sigil hexes. So there's one there. Yeah, I'm going to use something different so that it kind of stands out. I'm going to use these. So, that's a sigil hex. Can you see that? Let's use green. Yeah, you see that? So, one, two, 3, four. Right. So, those are the civial hex's.
for each hit point chip placed next to the map during the quest. Chief Dushkull is dealt one true damage at the start of the battle. Okay. For each hit point chip placed next to the map during the quest. We don't have any, but we did have one. Has that gone? That was in session two. Okay, maybe it shouldn't have gone.
Okay. Yeah. So, that that one that we placed because the assassin met up with us and it gave us a thing. I then removed it, but maybe we shouldn't have done. So, he's he's a little bit wounded, right? So all sigils be gain stalwart at the start of each round. Oh, so in a two-player game, there would be two chips there. And they've they've all got stalwart, which means they can't lose more than one a turn. But thankfully, they've only got one, so it doesn't matter the fact that they've got stalwart because I'm playing solo. At the start of each round, deploy enemies to unoccupied hex's adjacent to sigils using as few enemies as possible so that the combined level value of enemies in play equals the initial EP.
Oh, right. So, you kill something and something else pops out. They're like spawn points. These enemies must deploy adjacent to the sigil closest to Chief Dushkll if possible. Enemies can move up to four on an enemy's turn. If it can move into a hex that would let it target Chief Dushkull, it does so. It also prioritizes him during the declared target step. If it cannot, its destination hex is the closest occupied hex to chief dushkull. There are multiple ones. It prioritizes the one that allows it to target an opposing unit. This encounter is successful. If Chief Dushkull has not been defeated at the end of round five, this encounter may still be successful if all adventurers have been defeated. So if all of us are defeated, but he's still alive, right? So basically, he's being attacked.
Yeah, I think that's right. Have I got this right? And we get three XP if we succeed, which will give us six, which will be awesome. So enemies can move forward. The sigils have got Stalwart, which is irrelevant. They've got one hit point each. And our objective is that he's got to be alive by the end of round five. And these are all coming in and if you kill them, they respawn. I don't know what the point of this is. Oh, because it might be different in other scenarios. We might be we might be here. Cool. So, our first dungeon. Tell you what, I'm really hungry as well now.
Right. Round one. Round one. Okay. Yeah, it's wave defense. Infinite enemies spawning and you just got to survive. But if I take that down, no enemies will appear here.
Native. That means it's got one extra defense against ranged attacks. Colossal means it started with three extra hit points. Steel, it's going to steal stuff off me. Repost two. The first time it's engaged each round, it deals two damage to the thing if it's adjacent. Rot and rush. Don't know. Well, I know rot. I don't know. Rush. It's a band from the 80s. If this unit cannot target an opposing unit, it moves a second time. Okay. Detection. I think that means it gets round elusive. Ignore stealth. And vine snare is after this unit's engaged, its target must drain one available combat skill die. Drain means it goes on here and doesn't come back till the end. Right.
Big fight time. Are we going to succeed? I don't know. What do you think? No. Thank you, Pro. Thank you for popping in. Right, I feel a bit overwhelmed. Um, I mean, I can start anywhere on this tile, but it's when do the things spawn enemies again, start of the round. So, what's the point in killing something? There is no point killing anything. It just comes back. At the start of each round, deploy enemies to unoccupied hex's using as few enemies as possible so that the combined level value of enemies equals Yeah. So you kill a one and a new one pops out.
So if I kill that and he kills that, then we're okay for a bit. Except they move four. One, two, three, four. Okay. But I could start here and then run away.
It pops out further away. Can I choose where they come? No. Adjacent to the sigil closest to Chief Dushkull if possible. Yeah. So, I think I can destroy the sigil here. It's got one health and I just we just hit it and it's gone. And then then the enemy that I killed will come out here. So, okay. So, I think I'm going to start here and I'm going to go first because that's the rules of the game. And I'm going to engage this. And it's native, so it's got an extra one defense. But I'm going to use that
and that. No, not that. One, two, three, four. And I have enchant weapon. I don't have the tenacity to use my silver cirlet. Oh, and bow of the deadlands. If this is your first engage of the turn, increase your range by four. So, actually, I I I could start here. So, my range is actually eight. Sheesh. Gosh.
This is probably not going to kill it, but it's going to do a bit of damage. And I could always engage again. I could always engage a second time. Okay, let's go for it. That tile still touches the legendary cash. What's the problem with touching the legendary cash? Oh, because of the rules of line of sight. Ah, yes, there is a there is a rule called in sight and I' I' I'd forgotten about that. Thank you.
I think you can only target an adjacent tile. I think anything that's two tiles away, it's too far. That's what this game does differently from others. A unit has sight to another unit if both units are in hex's on the same tile or an adjacent tile. So that is not an adjacent tile. So that means it's not in sight, which means I cannot target it. So I can't scattershot it. Ah, right. Okay. Change of plan. Yeah, that is a separate tile to that. So, I'd have to be here or here. I could be here to do it. But then if I'm here, I'm getting hit by all of this.
So maybe we save scattershot. Maybe we do maybe we do that next time. And this time I just hit this. So it is on an adjacent tile through there. Yeah. Okay. So one, two, three, four. I can just use those and hope I get five damage with one pierce. I mean, I can only roll four. So,
yeah. I mean, all this is doing is slowing them down. Well, yeah. Slowing them down slightly, isn't it? Getting your acro die out. Yeah. I suspect what's going to happen is I'm I'm just going to move to here and then I'm going to stay here for the whole game and try and shoot them as they come in. I don't think I'm going to need this excessive movement. So, we're just going to go with this. We're going to shoot the Imperial Bandit from where we are. Okay, that's one, two, three, four. It's one short, but I don't have my silver cirlet. That's
why didn't I wear these morag tong braces? In fact, I should have done. There's no point wearing uh having the domino pig because this allows you to decrease the round counter by one. So that's totally useless right now. So I didn't take that out of the backpack. I'm instead wearing the Morak Tong braces, which means it will move in, hit me, and it will die before it deals damage to me. Is that right? It says after an adjacent enemy engages you. So it engages me, it I deal a damage to that enemy, that kills it. So I think we're okay. Uh yeah. So I deal four to it. One, two, three, four. Right. Um, and then yeah, after it engages you is after it damages you, is it?
Oh, okay. So, it's going to damage me anyway, but then it's going to die. Oh, and in fact, it had two defense because of native. Oh, but I had two pierce. We're okay. So, I want him to go here. So, I I need to go here.
deal damage equal to his defense talent. Yeah, I've only got one uh I've got one tenacity at the moment. Otherwise, wrathful strikes would have been great, but I moved to there. Okay, so now Chief Dushka goes, he's got motivate. Now I have two. And then he's going to go one, two, and he's going to hit that. So he's got three dice. Oh, I need to put these here, don't I? You get him to do that. Right. So he's got three dice. One, two, three. Uh, yep. So that's gone. So that um that spawn point has gone. The sigil and now it's the enemies. So starting with the 20 pointer got range six and it moves four. Oh dear.
Oh dear dear. One, two, three, four. Oh, but I'm out of sight. Yes. Otherwise, one, two, three. Only slightly out of range, but that's going to get me next turn. Fact, it's going to get both of us. Oh dear. Right, the five. One, two, three, four, and then the ones. So, this can't move. Uh, and this can't move, but this one can. So, one, two, three, four. It hits me, but one dice and then takes one damage. Okay. So, I take one. Ouch.
And then it takes one back. Yeah. It's a game of Cloudspire. Exactly. Right. That is round one done. So at the start of round two, we spawn a onepoint enemy to bring the total up to 29. And it's a wood elf bandit. Two, three, four, five, which goes here. Okay. So, the biggest problem is now this wood elf dead eyee and I don't know whether to just rush in and uh and and cause mayhem.
So, start of my turn. Have I got any any fancy special effects? I don't. So, I'm going to recover one, two, three. So, I can go here. If I go here, I can I can target all of these. And I think that might be what I'm actually going to do because these have reached pretty much a a block. So, if I go one, two, three, four,
and then I might target the wood elf dead eyee. Although, if I do, another 20 point enemy is going to come out. I don't know whether I want to. Um, but he's going to go here and he's going to shoot him. He's got four dice.
I have no idea how I'm supposed to do this. I mean, is that a particularly bad one? I think it might be. Okay, so we're gonna engage. And the fact that I've got an extra four range is irrelevant because it's it's the it's the insight rules that's going to cause me trouble this time. So, we are going to use the acid splash in the hope that I put a little bit damage on these three. Although, is it is it worth it? I don't know. Maybe we just go one, two, three, four. Could do five dice now. I need more dice. and just dealing as much damage as I can and trying to spread it.
Pick up a legendary card on the way. Yeah, I can do that. Let Let's have a look on the way. Let's do a quick a quick lock pickicky on the way cuz if I get three fatigue. So, what do we need? We need 4322. No, first attempt. Second attempt. Third attempt.
No, no, not going to bother. Although I was close there. Very close. Okay. Deal one. But he has armor. Uh against who? Yeah, he's got three three armor on the dead eyee, which is why the wrathful strikes is going to be amazing because that'll be three true damage. Deal a targetable enemy. Yeah, we got to do that. I I need to roll the tenacity. I actually need the tenacity now. Right, we're going to target the wood elf dead eyee. Here we go.
Well, I got the tenacity. So, I got I got the thing I wanted. Now, I don't want to use the cirlet because that's good. That's good. And that's okay. So, I don't want to set anything and that would use the tenacity that I then need. Do I want to use the enchant weapon to roll something? I don't think I do. No, I think I'm going to stick with this. So, it's one, two, three, four damage with two pierce. So, it's got three defense, two pierce. So, it's got one. I've dealt four. It takes three. Tell you what, it's dead. Yeah. Done it. Right. And then I gain the tenacity, which puts me up to three.
And then I use three tenacity to deal that three true damage. That's how you get rid of a 20 point enemy. Boom. I'm going to put that there. I'm going to put those two there. I'm going to put that there. However, I have no tenacity.
I'm going to take a light fatigue and I'm going to engage again. And I'm going to engage with this I think. And I'm going to roll that and that and that and that. Think I can do all of this. Oh yeah, the braces. If he was to attack me, but it's only adjacent. It's only when an adjacent enemy. So yeah, we're going to attack the guire.
Okay. Oh, I forgot to spend the three tenacity. That's cheating. Um, that's interesting. So I am going to take down the enchanted weapon to roll this. That's better. So that goes active. Uh that is a tenacity. That is one damage and it gets through because it doesn't have any defense. And this, which I'm actually going to put there, allows me to put bleed on those two. I need to roll to see if it works. But it is select up to three targetable enemies. Yes. So on the first one, nope.
And on the second one, no. Oh, that was useless. That acid splash. Terrible. Terrible. You can't can't see the dice tray. Okay. Sorry. I can put the dice tray here. There we go. [sighs] Right.
So, we're going to keep him back here. Oh, that should be gone. We're going to keep him back here for now where it's safe. Right. So, this one goes first. It moves four so it can get to there and it attacks me and it's hitting me with two dice. So, it only deals one damage to me, but then because of my morag tong braces, it takes one back which gets through two defense. Okay, then the others go in an order of my choice. So, I will take the Breton Bandit first. Oh, it's got steel. Don't like steel, but I've got one, two, three, four, five, six. If it rolls a six, it steals something. I don't want it to steal anything. Get your hands off my boat.
So, we're going to take this wood elf bandit. One, two, three, four. Oh, it can't get to me. Oh, okay. Couldn't you ever have used Razax Opus on the chest? I could, but it's in my it's in my backpack and you can't switch them around, I believe, in the middle of a combat. I don't think you can rearrange your stuff. So, yeah, if I move that one first, it only moves four. Then when these come around, they can't they can't get to me because you can't go through people. Yeah. Okay. So, this one goes next and goes one, two, three, four. And then this one goes next and goes one, two, and I don't think that moves.
Yeah, I This is where I'm not sure about the enemy rules. And I know there was a lot of discussion about this at the time about whether they follow a path or if it needs to get closer. So, let me know if I've done that right. Would this one would it even bother going around here or would it stay here? because it's not it's not actually getting any closer to me. Yeah, that's that's what I'm going to do. But let me know if this is correct. This is one of the parts of the game that I really struggled to understand last time I played. I remember asking on either Discord or BGG loads of questions about enemy movement because there was one part of it that just didn't make sense to me. So yeah, I don't know if this is right. If there is a path, it will take the path. Otherwise, it'll get to the closest X. Okay, so I've got it. So, one, two, three, four, and then one, two. Well, there's no path. So, in fact, there is no path there. So, it stops there because there's no path through. So, it stops there, which is the closest.
Okay. So, that's all right. I didn't actually get hit very much. I'm I'm forcing the block, right? Round three. Did I get hit by that? Yeah, I rolled. Yeah. Okay, so round three. Start of the round. We need a 20 point enemy. Right. Who's it going to be? Roll up. Roll up.
Cuz it's not that one. That one's dead. It is a lich. A seven health lich. One, two, three, four, five, six, seven. Okay. And now can I can I put it anywhere I want? Can I put it there? Deploy enemies to unoccupied hex's adjacency shield using a few enemies must be deployed to close. Yep, I think I can put it there. So that's got native rot and necromancy. Typical lich. And necromancy says at the end of this unit's turn, deploy the top unit of the defeated stack. Oh no. It's not going to bring back that, is it? To the closest unoccupied hex to this unit with this new Oh, wow. It's going to bring it back. I need to kill something. Okay, so round three, my go.
I am going to use that start of turn. Spend that to recover that and that. Then I'm going to recover that one, that one, and that one. Okay. Then I need to kill a onepoint enemy. So that this brings back the onepoint enemy.
All of this is in sight. And then I just move away. I think I move away. That's the only one that's going to get to him. And if it gets to him, that's fine. That's not going to kill him. He's only got two dice on it. So maybe I maybe I leave that one and let that one go to him because he'll probably kill it. That's got dodge. I don't like dodge. That's got repost. Don't like repost. I'm probably going to go for the Breton Bandit so it doesn't start stealing stuff. So yeah, we're going to engage the Breton Bandit with one 2 3 4.
If it brings back a one point enemy, then there won't be any respawn. Yeah. Yeah, that's a good point. And yes, it's got range seven. Oh, we haven't seen battle cam. We haven't put battle cam on for the dungeon. There's battle cam for the dungeon. Where's Where's all the stuff happening? There you go. Oh, we got a bit of reflection there. Apologies for that. Yeah, struggling. the light's quite far away from uh yeah, but just with the angle of of the cameras and everything, that's uh yeah, that's that's where we are at the moment with the liches. The lich is just down there. So, there you go. There's battle cam.
Yeah. Range seven. Wow. Okay. So, I'm shooting at the Breton Bandit with this. Awesome. Is dead. Yeah. One, two, three, four damage with two pierce. So that's dead. And And that's not all. I rolled that, which is scattershot. All damage dealt to your current target. This engage may also be dealt to another targetable enemy. So I might deal it to the wood elf bandit. Or do I deal it to the wolf? H think we might deal it to the wolf.
I know that bandit's going to cause me problems later. No, I'm going to deal it to the wolf. So, four damage to the wolf. Wolf is dead. Awesome. Right. And I'm going to put that first, I think.
Yeah, that's how I can do it. And then I'm can move. I've not moved yet. So I go there. Is that the right thing to do?
Yeah. So, they can't get it. They can't get Chief Dushkull, assuming Chief Dushkull doesn't move, which he's not going to because he's only got two movement. So, he stays there and all of these three attack me. Is this a problem? Yes. So, do we want to So, the most damage that they're going to be able to do uh is five dice, which is potentially 10, but on average five, maybe six, maybe seven. Got one, two, three, four, five. I've got six health, so I think we're going to need to do something because otherwise I might die this turn.
Yeah. So, I'm just going to deliberately gain two fatigue and then I'm going to use my special ability to remove the three fatigue to heal for three. I got one, two, three, four, five, six, seven, eight, and I've got one bonus. Okay. Adrenaline rush and I can abuse the enemy pathing. Yes, I probably can. I I I probably can. So, this this is going to move. Well, this is going to move first, right? Round three. The lich moves first. It's going to move one, two, three. It can't get to me. Oh, it's got range seven. It's going to be able to hit me. I can't. It's not in line of sight. It's too far away. It's too dark.
But I don't believe it moves any further. Right. Then this this is going to move four. So one 2 3 4. If I put that there. No, I put that I put that there. Yeah, I put that there. It's going to hit me for two dice.
That's three damage on me and it takes one back. Oh, I forgot that it had rush earlier. It should have moved twice. So, one bonus and two actual damage. Right. Then I'm going to get this to this to move next. Oh, no. I need that to move [clears throat] next. So then then that can't get in. But it's two dice. Yeah, because if I move this first, one, two, three, four, then I can move that one, two, three, four. So I have to move this first. One, two, three. So the rules are it will move four. It moves to a hex that would let it target Chief Dushkll.
It can't. If it cannot, its destination hex is the closest unoccupied hex to Chief Dushkll. So it tries to go for him. So it will go the extra one. It will move there, but then it attacks me. Okay. So I I can't I can't be clever with that, I don't think. Take two damage. And it takes one. And then the wood elf bandit. One, two, three, four. So only got one dice, one damage, and it takes one.
That is the end of the round. Start of round. Oh no, necromancy. Forgot about necromancy. Uh, necromancy should have been at the end of that unit's turn. It deployed that with health equal to the number of players in the closest unoccupied hex to this unit. Doesn't move on this turn. Okay, next round. What do we have on the board? We have 20, 25, 26, 27, 28. We get another one. Another one comes out. This is round four. I don't think we're going to do this, but it's still fun. And considering how I felt after the first battle of this session, I think we've done well. So, it's a dark elf bandit, which I'm going to put here.
Right. So, round four. We need a miracle. I can recover three dice. Oh. Oh, dear. Oh, dear. Dear dear, dear. Dear, it's those three dice, right? This is where we have a problem.
Yep. I'm on three health. Poor Red Guard. Oh, you can't see any of the units there. Okay, forget that camera angle. That's not going to work. We'll use that one. So,
well, I can't target any of these because I'm next to them. So, I have to move Yeah, I have to move away. Oh, the overtax on the braces apply a Bane status die to the unit performing the engage. Yeah. Okay. And I've got overtax on the bow. So, I could use overtax on the bow. Add two enemy combat dice to this engage and roll a d6. If the if the d6 roll is lower than your current hit points, the item goes in your pack instead of discarding it. So, I think that's what we're going to do.
I think I'm going to move. So, I get to move four or six. I'll go 1 2 3 4 5 six. So, we'll spend that to move six. And we get to do lockpicking. Is it a bow? Is it a bow? I need five, six, four, four. I mean, at this point, I might as well I'll take the five. So, that's the first one unlocked. And then I've got the four. Second attempt. I need a six and a four. No. Third attempt. Yes. Take the fatigue. Six and a four. We've got a Gold Coast swift survivor elixia.
Expend it. When an adventurer would discard a food, move it to their pack instead. Useless. Absolutely useless. Never mind. Okay, so I've moved six. Then we are going to engage. And we are engaging with these four dice.
And I can't see these. They're too far away. So, it's going to be uh I don't really want to engage the bandit because it's going to dodge that. So, will the rock work even if I'm not adjacent? Yeah. Let's target the gu.
Yeah, don't have scar shop. Oh, am I going to use the bow of the deadlands? Cuz I'm not going to survive a turn after this, am I? Yeah, I don't think I'm going to survive a turn. So, let's use the bow of the deadlands to overt tax it. And I roll a d6. And if I roll lower than my current hit points. So if I roll lower than a three. Nope, I didn't. But I can use the weapon sling. Discard this item instead. So I used the weapon sling. That's gone. Keep the bow. Right. The guire. Oh yeah, that would have been awesome with the with the shatter shot. Okay, so the gu's dead.
I've done one, two, three, four, five, six damage to the guar. Yeah, that's dead. Very dead. Okay. And I rolled this. So, three targetable enemies, which is that and that. And I need to roll to see if it actually happens. Uh, which is going to be there. And there. Oh, my cooldown track is almost full. So, first one against that seven or more. No. Second one. No, this acid splash is rubbish. I'm going to write to Chip Theory Games and get me money back. This skill dice doesn't work properly. Okay, that's I think is the best I can do.
Yeah, I think that's the best I can do. So, Chief Dushkull. What does iron bark do again? Uh oh, it's it's when it's dealt damage by non-adjacent units. Yeah. Uh which includes this. That's all right. So, Chief Dutch call is going to get get stuck in there because he does target two things. So, three dice. Come on. Come on. You can do it.
That's three damage, but there's a blank. The blank means it dodges. So, it only takes two. And this one, three damage, but it's got one armor. Takes two. Ah, so close. So, so close. If that had have been a one, they'd both be dead. That's a one in six chance. Games can go like that sometimes. Okay, so the lich the lich moves to here because from there it can target Chief Dushkull.
It's only two dice and he's got two armor because of the iron bark. So, this is not actually too bad. It's two damage minus his two defense. He's okay. Doesn't take anything. Yeah. Replacement dice with better numbers. Yeah. Exactly. Exactly. Blame CTG. Right. That's that done. Next, we have the five. We have the SKA. This is where it gets dangerous. So he doesn't have he's only got one defense against this. That's three. So he's taken two. He's on two health now. He gets hit by the the wood elf bandit of news.
It's a blank. Right. This wolf moves four. Can it get to him? One, two, three, four. It can't. But that I Oh, does it attack me? There's a question because it's going for him. There is two away. There is also two away. And it can go there. So, it attacks me. Oh, I didn't want that. And it's hit me for two. All right. Hits me for two. It takes one back. But I don't believe the repost kicks in. I think the repost is only Oh, no, no, no. Oh, yeah. No, if it wasn't defeated, but otherwise it would have done. The first time this unit is dealt damage by an adjacent opposing unit. So, it doesn't have to be an engage, but if it defeated it, it doesn't. Right. And then the dark elf bandit goes one, two, three, four, and he's got range two. It's just out of range. Oh, he can't see me anyway.
Uh it would have moved up anyway as it's the shorter path to be adjacent to Dushkull. Shorter path. So I I was saying that it it it would either move there or there. Is there the shorter path? One, two, three. It's there. One, two. Oh yeah, it would move there. Yeah, it would move there because that is the shorter path round. And then it attacks me and dies from my Moragong braces that have been amazing. Right, we are on round five.
This is touch and go. I I I I can't call this. Oh, we forgot to do the lich. Uh, that was still there at the time. Was it the gu? It was the gu. So, the gu comes back with one health. So, 20 21 22 23 28. We need one more. I don't think I'm going to do this. I think this is very, very, very close. And I do get scattershot back. I think I can kill these. This isn't the problem. The problem is that and that. That's the problem. And it's got divert, which means I can't kill it. So, that is the one that's going to be the problem. Ah.
Right. So, round five, my go. I get these three dice back. I can also move five. So, if I wanted to move five, I can move five. If I go here, right in the thick of it, is that going to cause a problem? Um, it does that mean that it can't get there? One, two, three, four. Yeah, he's not going to be able to get there. The top left body. Yeah, block the path. Exactly. That's what I've just done. I get to move five at the start of my turn, but I've got a movement anyway. But I'm blocking the path. That's what I'm doing.
Well, I have no way of getting any other dice back. So, we're just doing this. And we're attacking the wood elf bandit. Oh no, he's got he's got dodge. We'll attack this.
Are we going to overtax the bow? Roll number is lower than your current health. Oh no, that's bad. I want to be on high health. I don't want to lose the bow. I need the bow for the final battle. But there won't be a final battle if I don't win this. It's fine. It's fine. Right. We're going to go for the SKA.
Well, I mean, that kills it. It's one damage with Pierce. I've got the magic weapon. I could roll. Could roll one of those two things. Sure. Let's do it. Let's take that down. We're going to reroll the scattershot. Got it. It's not very much, but it's one damage with pierce and scattershot. So, I deal one damage with pierce to that. So, that kills it. And I believe I gain over fatigue for that. And then I also deal one damage with PS2 something. So let's let's just do it to that.
Is that right? All damage dealt may also be dealt to another targetable enemy. And dodge says when this unit is engaged. It's not engaged. I'm just dealing damage to it. Okay. And then I gain a tenacity. So I have two tenacity. What can I do with that? I can stop that moving. Oh, and I'm probably not going to be alive, but Oh, look at that track is full. Got two tenacity. What can I do? What can I do? I can deal one true damage to that. I could kill that. Is it worth it?
I think it is. Yeah. I'm going to I'm going to use my Thrill of the Hunt and I'm going to deal one damage to that. Boom. Right. Okay, Chief Dushkull, it's all on you, mate. You got three dice. You need one damage. There is a one in 216 chance that you won't succeed. Never tell me the odds. Oh, in fact, no, he's got dodge. It's even more. No, it should be fine. Should be fine. Oh my god. Oh dear.
I cannot believe it. Three dice. Yeah. No, there was actually a one in 36 chance that he failed. One in 36 chance of rolling two blanks or slightly more. Oh, still he dodged. No damage.
Right. Well, let's let's play this out. If if the game is over because of that dice roll, I cannot believe it. Well, I can cuz it just happened. Okay. Right. So, let's do the leech. It's all on this. It's two dice. He's got iron bark.
No damage. Bounces off. The guar is re uh reanimated. Next we do the wood elf bandit. One dice. One bounce. No damage. The dark elf bandit moves. One, two, three, four. Can't shoot that. Shoots me. Two dice. two damage. He's dead. And then the the wood orc bandit goes one, two, three, four.
I just what a game. It's got the right combination of it's got the skill, the strategy, and all of the tactical moving around of mage knight and deckers and things like that, but then with the dice that just throw an absolute curveball. Have we just done it? I honestly did not think this was going to be possible at the start of this session, but I think we've done it. We still win. He survived at the end of round five. It specifically says that this dungeon can be won even if all adventurers have been defeated. We did it. We get three XP, putting our total to 30.
And when completed, go to entry E13 on page 41. You emerge from the city of ash, singed and exhausted, but intact. Dashkull thanks you for your assistance. Now that I have accomplished my goal, I think the person who put out that contract will no longer see so great a need for my death. In truth, I don't know for certain how much my ritual accomplished, but I take heart in the knowledge that so many foes didn't want me to do it. That gives me hope that it will have an effect. You bid him farewell, but he fixes you with an intense stare. You have proven yourself to be a friend to the bark bite. That means I am a friend to you.
Okay. So, if this was session one, we would choose one of three options. This is not session one. This is session two. So, we offer to help Chief Dushkll investigate his wouldbe killers. With the Dark Brotherhood associates who targeted him dead by your hand, that lead has run cold. So you look to Veilenwood's criminal underworld for answers. You're surprised to learn that agents of a local and revered wood elf named Desander have been active in all manner of shady dealings as of late. Many of them relating to the recovery and study of dangerous drich artifacts. Dushkull promises to assist when you confront this provincial scion of supposed good deeds. proceed to Veilenwood Endgame for session three which will be tonight. So, a few things before we go. Please stick around because I got a couple of things I want to say. Um, and I don't want to dwell on it too much, but I've been really suffering from quite severe exhaustion for the last six weeks. I woke up this morning having had about three hours sleep last night. Didn't think that I would be even be able to do today.
Considered cancelling and I didn't obviously I didn't. I've done two sessions of it. Uh I have struggled through this afternoon, but honestly, I didn't think I was going to be able to do this evening and I might not. Um but based on how today has gone, I cannot now cancel tonight. I've got to carry on tonight. I want to carry on tonight. And I feel that I do just about have enough energy. Now, I don't know how long tonight's going to take. Um, and it might be a complete meltdown, but I've got this far and I I I I cannot stop now. So, we are going to carry on. We are going to do session three tonight. It is currently 7:00. I did actually pencil in 8:00 start for session three because I'd planned that session two would end at 7:00 and it's 7 o'clock. So 8:00, 1 hour from now, I will be back with the conclusion of this campaign.
I've never done a session three before. I don't know how it's going to go. It might be short, it might be long. We we will find out. But thank you very much to everybody who's joined us this afternoon. Some of you have been with me since the start of today. So, a huge thank you to you for your help, your support, and your rules help in the chat has been invaluable to me cuz um nothing worse than playing a game where I don't I don't know the rules without experts in the chat. Also, as I mentioned at the start, this is not a sponsored playthrough. This is all funded through Patreon. So, if you want to support me directly, uh if you enjoy the content that I create and you want to help fund the channel, patreon.com/gamingrules. All of the advertising revenue from today's video, and in fact, all of the videos for the last month, is all being donated to the World Central Kitchen.
Mike Dennis from Ready Steadyplay is doing a 24-hour charity stream this weekend. Well, Friday and Saturday. Mike is raising money for charity, and I'm going to be giving him all of the advertising revenue from my videos uh for this month. And I'm only able to do that thanks to the support of the patrons. So, if you are one of my patron supporters, your support really helps make that happen. We've also just had a a super chat in from Kits. So, thank you very much for that. That super chat also goes to charity as well. So, I will be adding up those super chats and that will be sent over to Mike as well. But if you want to support Mike, there is a link to Mike's fundraiser in the description of this video. And although Mike's not streaming until this weekend, his fundraiser is active now. And I would ask that if you have any time on f from Friday evening through till Saturday evening, just pop in. Pop into Mike. He'll be live streaming for 24 hours. Say hi, see what he's up to. And uh yeah, he's doing he's doing great work every year, raising a ton of money.
But that's it. We are done for now. We will be back in just under an hour's time with session three. I'm excited about it. I'm nervous about it. Um but this game is amazing. This game is utterly fantastic. Thank you to Chip Theory Games for providing me with this copy and supporting the channel. And I'll see you in an hour for the final. Cheers everyone. Bye-bye. Heat.